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Home/ Questions/Q 9139957
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Editorial Team
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Editorial Team
Asked: June 17, 20262026-06-17T09:27:13+00:00 2026-06-17T09:27:13+00:00

I’ve been playing around with Monotouch recently, deciding if it will be good for

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I’ve been playing around with Monotouch recently, deciding if it will be good for my project. I need Cocos2d for it and was using the bindings found here: https://github.com/mono/monotouch-bindings

Everything is going ok so far, however I don’t have access to the OpenGL types such as GLuint. Now I know technically this is just a typedef and an unsigned int. But I was wondering what is the best way to import these types. I was thinking OpenTK might have them but after importing it, I still couldn’t find them. Can I just include the gl.h in my project? or is that not the right way?

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  1. Editorial Team
    Editorial Team
    2026-06-17T09:27:14+00:00Added an answer on June 17, 2026 at 9:27 am

    But I was wondering what is the best way to import these types.

    MonoTouch (like MonoMac and Xamarin.Mac) bindings avoid redefining types that already exists in the .NET framework.

    As such many types (in different iOS frameworks) are converted into the equivalent .NET types. That makes the values easier to share code between toolkits. That’s important since C# is strongly typed (and type casting would be very ugly).

    Now I know technically this is just a typedef and an unsigned int

    Most 32bits unsigned integers types will be converted uint (in C# or really System.UInt32 .NET). That’s what you should use (and likely what the bindings are using).

    The most notable exception (for integral types) is when they are converted into enums (but their underlying type still remains the same size as the original).

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