From Valeriy Dubov, fix for Android build under OSX
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@ -820,7 +820,7 @@ IF (BUILD_OSG_EXAMPLES)
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ENDIF()
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IF(APPLE)
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IF(APPLE AND NOT ANDROID)
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#Here we check if the user specified IPhone SDK
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IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
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@ -32,7 +32,7 @@ ELSE ()
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ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
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ENDIF()
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IF (APPLE)
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IF(APPLE AND NOT ANDROID)
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IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
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# compile FileUtils.cpp as objective-c++
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SET_SOURCE_FILES_PROPERTIES(FileUtils.cpp
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@ -121,7 +121,7 @@ SET(TARGET_SRC
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${OPENSCENEGRAPH_VERSIONINFO_RC}
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)
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IF(APPLE)
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IF(APPLE AND NOT ANDROID)
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IF(NOT OSG_BUILD_PLATFORM_IPHONE AND NOT OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
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# Needs CoreFoundation calls and a Carbon function
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SET(OSGDB_PLATFORM_SPECIFIC_LIBRARIES ${CARBON_LIBRARY})
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@ -69,7 +69,7 @@ IF(WIN32 AND NOT ANDROID)
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PixelBufferWin32.cpp
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)
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ELSE()
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IF(APPLE)
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IF(APPLE AND NOT ANDROID)
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IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
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SET(OSG_WINDOWING_SYSTEM "IOS" CACHE STRING "Windowing system type for graphics window creation, options only IOS.")
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