I’m afraid that simple recompiling won’t help in your case. You may want to check this official Ogre 3D wiki article about running it on Android: [url]http://www.ogre3d.org/tikiwiki/Ogre+Android[/url]
That article is pretty outdated. Sadly, it still shows up during the google search.
As this article shows, getting Ogre to Android is very much possible, unfortunately that requires that whole cmake scripting and all that - which is all very unintuitive.
Basically the only thing holding me back, as far as I can judge now, is that the system sees me working on Windows instead of Android - and thus the preprocessor uses the wrong code.
That’s strange. How do you compile your project? I have tried creating both MSBuild- and ndk-build-based Hello World projects to test for the defined macros like this:
I created a new solution and an “Android Native Application”
When i add your lines to the android_main(…) function, it shows the android line greyed out.
Do I need a new version of the plugin or something?
Or is there some additional option I need to set?
EDIT:
Okay apparently it seems to do the right thing - but shows the wrong thing. When I compile with
#if defined(__WIN32__) || defined(_WIN32)
"Hello from WIN32 !"
#else
#error "Great goodness! We're in the right branch!"
#endif
it actually stops at the error.
Question is: Can we change the behaviour of what Visual Studio shows? Or is that a problem just I have with my German Windows and Visual Studio?