Yep, I had that same linker error.
The problem is that you've built the dependencies as vs2010 (_MSC_VER=1600) while ogre itself is vs2011 (_MSC_VER=1700)
When you open the dependencies solution, right click on the solution and do an upgrade.
Other than that, it should compile fine.
I wonder how long it will take for cmake to support it (I don't think they added 2010 until it was fully released).
(Fights the urge to rant about cmake as well, enough off topic stuff here already)
There's pretty much no refactoring for c++. In theory tools like Refactor! should be easier to make because they can use the c++ database instead of parsing the code themselves. But there's nothing built in. Even things from c# like Rename Symbol are missing.
Being able to generate include dependency graphs is cool (I had trouble back in 2010, the options were a bit different), but that's an ultimate feature, so it will cost $12000+ for the final version with that (unless you get it free through work like me). Best to generate graphs now while you can.

Ogre really messes with it, we have so many files and they all include each other in fun ways. The graph comes out pretty much unreadable. Looks great for little projects, but for ogremain, not so good.
I tried doing a search in the solution explorer search field. I searched for "node". It found every file with node in the name, as well as every project which included a file with node in the name. I scrolled the list down, then 2011 locked up. 2min later I killed it and reloaded. Hmm.
I did a "View Call Hierarchy" on Entity::_initialise. It said there were no callers. Well, 4 lines above it was a call, so it was a little off there.
I don't know if 2010 was like this (can't be bothered starting it right now), but auto complete and tooltips seem worse than 2008.
I entered:
Code: Select all
Ogre::SceneNode *node;
node->translate(
In 2008, the -> causes an immediate listbox to appear with possible options. In 2011, it takes 4 seconds to appear. Seems to be an intentional delay, maybe it can be turned off.
When the "(" is typed, 2008 pops up a list of prototypes for the translate method. In 2011, only about 4 tries out of 20+ popped up the prototype list, and once it popped up a list of preprocessor symbols.
As you type parameters, 2008 highlights the current one in the prototype list, so you can see what the current parameter should be. Very handy to remember to second parameter to translate is of type Ogre::Node::TransformSpace. In 2011, as soon as you press a key, the prototype line vanishes, leaving no indication as to what parameters are needed. If you hover the mouse over the method name, it won't show the prototype list unless the line of code is complete, 2008 will show the prototype list if the left of the method name is valid code, you don't need to finish the rest of the line.
When it does work, hovering over a method in 2011 results in one prototype, with a "+6 overloads" or whatever underneath, but no way of seeing any of them. In 2008 it pops up a list of every overload so you can see them all.
Hmm, 2011 just decided -> was a spelling error. I had to retype it.
Based on this, just doing simple ogre method calls with parameters I can't remember is already annoying.
I haven't tried doing any real coding in it, but so far:
- colour coding is nice
- auto complete sucks, 2008 is way better
- optimiser is good, I get consistently better frame rates in ogre samples using 2011.