I've created a native C++ plugin with the Godot toolkit and I'm getting errors loading the DLL:
ERROR: Can't open dynamic library: D:/samples/godot/godot-unofficial-demo-projects-v3/td2/bin/libclipper.dll. Error: Error 193: %1 is not a valid Win32 application.
ERROR: GDNative::get_symbol: No valid library handle, can't get symbol from GDNative object
ERROR: NativeScriptLanguage::init_library: No nativescript_init in "res://bin/libclipper.dll" found
This is Godot V3.0.2 64 bit so why it talking about 32 bit application?
I can see with dependency walker that godotnativescriptinit is present, so it's not finding it for some reason.
All I did is switch the C sample to C++ and put extern "C" on three functions
So what am I doing wrong?