It's set as the startup project by default, so that it can be deployed and run directly from Visual Studio. It also contains the build.xml file that controls the Ant build process. This file contains the resources and AndroidManifest.xml file where you set manifest properties. apk file for deployment on an Android device or emulator. The solution has two projects to build the apps for the Android and iOS platforms: The shared code is picked up by project reference in both and. It uses preprocessor macros for conditional compilation of platform-specific code. MyOpenGLESApp.Shared contains the shared code that works across platforms. It's linked to the app created by the project. a) file that contains the shared code in MyOpenGLESApp.Shared. so) file, which is picked up by the project. This Native Activity app project is compiled into a shared library (. The entry points from the glue code are implemented in main.cpp, which includes the common shared code in MyOpenGLESApp.Shared. contains the references and glue code that implements your app as a Native Activity on Android. And, two platform-specific projects that reference the shared code: The Libraries folder includes a shared code project. The new OpenGL ES Application solution includes three library projects and two application projects. Visual Studio creates the new solution and opens Solution Explorer. In the Configure your new project dialog box, enter a name like MyOpenGLESApp in Project name, and then choose Create. In the Create a new project dialog box, select the OpenGLES Application (Android, iOS) template, and then choose Next. In Visual Studio, choose File > New > Project. Next you build the app for iOS and run the app on an iOS device. and then build and run the default app in an Android emulator. In this tutorial, you first create a new OpenGL ES Application project. Create a new OpenGLES Application project For more information about how to set up for iOS development, see Install and configure tools to build using iOS. Set it up according to the installation instructions. To build and test the iOS app, you'll need a Mac computer. For detailed instructions, see Install cross-platform mobile development with C++. To build for Android, install the C++ Android development tools and the required third-party tools: Android NDK, Apache Ant, and Google Android Emulator.įor better emulator performance on Intel platforms, one option is to install the Intel Hardware Accelerated Execution Manager (HAXM). To get the OpenGL ES templates, and to build for iOS, include the optional C++ iOS development tools. If you haven't already, install the Mobile Development with C++ workload in the Visual Studio Installer. Meet all the system requirements to create an OpenGL ES app for iOS and Android. OpenGL ES (OpenGL for Embedded Systems or GLES) is a 2D and 3D graphics API. The apps have C++ code in common that uses OpenGL ES to display the same animated rotating cube on each platform. It creates both an iOS app, and an Android Native Activity app. This article guides you through a combined solution template. You can create Visual Studio solutions and projects for iOS apps and Android apps that share common code.
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