I don’t think this is a bug, so I unlock this thread for further discussion.
I have some time this morning to try out the Android build again on Win7. I am still using android-ndk-r9b but I don’t think that makes any difference. I use Eclipse IDE that comes with ADT bundle. After configuring the Urho3D Android project using the provided cmake_android.bat file and importing into Eclipse workspace, all I need to do next is Running the Urho3D project in the Eclipse IDE and Eclipse would build and deploy the apk for me to my Android (virtual) device. By default, our build script still uses Urho3DPlayer target (the target name has changed depends on when you last checking out Urho3D) for the Android build and it is still pre-configured to play NinjaSnowWar.as.
Here is logcat from my avd:
02-12 23:10:34.880: V/SDL(905): onResume()
02-12 23:10:36.180: V/SDL(905): surfaceCreated()
02-12 23:10:36.180: V/SDL(905): surfaceChanged()
02-12 23:10:36.180: V/SDL(905): pixel format RGB_565
02-12 23:10:36.180: V/SDL(905): Window size:768x1184
02-12 23:10:36.300: I/SDL(905): SDL_Android_Init()
02-12 23:10:36.300: I/SDL(905): SDL_Android_Init() finished!
02-12 23:10:36.500: D/gralloc_goldfish(905): Emulator without GPU emulation detected.
02-12 23:10:36.740: I/Urho3D(905): Added resource path /apk/CoreData/
02-12 23:10:36.850: I/Urho3D(905): Added resource path /apk/Data/
02-12 23:10:37.110: I/Urho3D(905): Set screen mode 768x1184 fullscreen
02-12 23:10:37.110: I/Urho3D(905): Initialized input
02-12 23:10:37.120: I/Urho3D(905): Initialized user interface
02-12 23:10:37.260: I/Urho3D(905): Initialized renderer
02-12 23:10:37.270: V/SDL(905): SDL audio: opening device
02-12 23:10:37.270: V/SDL(905): SDL audio: wanted stereo 16-bit 44.1kHz, 4096 frames buffer
02-12 23:10:37.530: V/SDL(905): SDL audio: got stereo 16-bit 44.1kHz, 4096 frames buffer
02-12 23:10:37.530: I/Urho3D(905): Set audio mode 44100 Hz stereo interpolated
02-12 23:10:44.800: I/Urho3D(905): Compiled script module Scripts/NinjaSnowWar.as
02-12 23:10:45.750: I/Urho3D(905): Loading scene from Scenes/NinjaSnowWar.xml
02-12 23:10:47.520: E/libEGL(905): called unimplemented OpenGL ES API
The last error entry in the log was caused by my Win7 virtual machine does not provide a proper OpenGL ES driver implementation or otherwise Urho3D sample android app would run as per normal even on AVD running on a virtual machine! BTW, I have also just tried deploying Urho3D sample android app on a real device without any problem (it was build by Eclipse/ADT on my main Linux box, however).
If you don’t use Eclipse IDE, I believe from the CLI invoking make and ant debug and ant installd should give you the same result. Perhaps you can elaborate more steps by steps how you setup and build your android project. And hopefully one of us can point out where you have done wrong. HTH.