Can't pass iTGB logo on iPad (iOS4 sdk + 1.4beta2) -solved-
by Johnny Vo · in iTorque 2D · 06/23/2010 (4:16 pm) · 3 replies
I took the plunge with 1.4beta2 and so far I'm unsuccessful at making an iPad build. Here's what I'm doing.
I'm using the latest sdk for os4.
I started a new project and only put a text object in the center of screen. Copy the datablock over to the level.
I upgraded my target in Xcode to iPad + 3.2
The project builds and runs but doesn't pass the iTGB logo screen (default.png).
Below is my GDB log. It seems to stop right after canvas.cs. I tried running it as an iPhone app and that runs fine but when I upgrade the target to iPad this happens. Anyone has any ideas?
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/defaultPrefs.cs. Took 8 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/xml.cs. Took 4 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/properties.cs. Took 0 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/common.cs. Took 4 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/audio.cs. Took 0 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/canvas.cs. Took 8 ms
I'm using the latest sdk for os4.
I started a new project and only put a text object in the center of screen. Copy the datablock over to the level.
I upgraded my target in Xcode to iPad + 3.2
The project builds and runs but doesn't pass the iTGB logo screen (default.png).
Below is my GDB log. It seems to stop right after canvas.cs. I tried running it as an iPhone app and that runs fine but when I upgrade the target to iPad this happens. Anyone has any ideas?
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/defaultPrefs.cs. Took 8 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/xml.cs. Took 4 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/properties.cs. Took 0 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/common.cs. Took 4 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/audio.cs. Took 0 ms
Loaded compiled script /private/var/mobile/Applications/53FE4D5B-400B-4FFE-BE36-126C1E89C2E3/iTorque2DGame.app/common/scripts/canvas.cs. Took 8 ms
About the author
Enlevel - Programmer. Games released with iT2D: Are You Quick Enough?, Coloring 4 Kids, Twistum
#2
06/23/2010 (4:22 pm)
Scott, yes, that runs fine. I can get the same project to run in iPhone mode with scaling.
#3
**update**
To get the ipad to work in portrait mode change this:
In platformiPhone/platformGL.h, lines 52 and 53
view plainprint?
1. #define IPHONE_MAX_RESOLUTION_X 480
2. #define IPHONE_MAX_RESOLUTION_Y 480
#define IPHONE_MAX_RESOLUTION_X 480
#define IPHONE_MAX_RESOLUTION_Y 480
Change to
view plainprint?
1. #define IPHONE_MAX_RESOLUTION_X 1150
2. #define IPHONE_MAX_RESOLUTION_Y 1150
06/23/2010 (4:50 pm)
Okay I figured it out. Can't use iPad portrait resolution in 1.4 beta 2. Landscape works fine but not portrait.**update**
To get the ipad to work in portrait mode change this:
In platformiPhone/platformGL.h, lines 52 and 53
view plainprint?
1. #define IPHONE_MAX_RESOLUTION_X 480
2. #define IPHONE_MAX_RESOLUTION_Y 480
#define IPHONE_MAX_RESOLUTION_X 480
#define IPHONE_MAX_RESOLUTION_Y 480
Change to
view plainprint?
1. #define IPHONE_MAX_RESOLUTION_X 1150
2. #define IPHONE_MAX_RESOLUTION_Y 1150
Torque Owner Scott Wilson-Billing
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