C++ + SDL + OpenGL 3.3 在 Mac OS X 上不起作用?

C++ + SDL + OpenGL 3.3 doesn't work on Mac OS X?

本文关键字:不起作用 OS SDL OpenGL C++ Mac      更新时间:2023-10-16

我正在开始开发OpenGL 3(我习惯了1,所以这是一个很大的变化),我正在使用SDL作为我的窗口/图像/声音/事件框架。我有以下代码(取自opengl.org并稍作修改):

#include <stdio.h>
#include <stdlib.h>
/* If using gl3.h */
/* Ensure we are using opengl's core profile only */
#define GL3_PROTOTYPES 1
#include <OpenGL/gl3.h>
#include <SDL2/SDL.h>
#define PROGRAM_NAME "Tutorial1"
/* A simple function that prints a message, the error code returned by SDL,
 * and quits the application */
void sdldie(const char *msg)
{
    printf("%s: %sn", msg, SDL_GetError());
    SDL_Quit();
    exit(1);
}

void checkSDLError(int line = -1)
{
#ifndef NDEBUG
    const char *error = SDL_GetError();
    if (*error != '')
    {
        printf("SDL Error: %sn", error);
        if (line != -1)
            printf(" + line: %in", line);
        SDL_ClearError();
    }
#endif
}
void render(SDL_Window* win){
    glClearColor(1.0,0.0,0.0,1.0);
    glClear ( GL_COLOR_BUFFER_BIT );
    SDL_GL_SwapWindow(win);
}

/* Our program's entry point */
int main(int argc, char *argv[])
{
    SDL_Window *mainwindow; /* Our window handle */
    SDL_GLContext maincontext; /* Our opengl context handle */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) /* Initialize SDL's Video subsystem */
    sdldie("Unable to initialize SDL"); /* Or die on error */
    /* Request opengl 3.2 context.
     * SDL doesn't have the ability to choose which profile at this time of writing,
     * but it should default to the core profile */
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
    /* Turn on double buffering with a 24bit Z buffer.
     * You may need to change this to 16 or 32 for your system */
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    /* Create our window centered at 512x512 resolution */
    mainwindow = SDL_CreateWindow(PROGRAM_NAME, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
                              512, 512, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
    if (!mainwindow) /* Die if creation failed */
        sdldie("Unable to create window");
    checkSDLError(__LINE__);
    /* Create our opengl context and attach it to our window */
    maincontext = SDL_GL_CreateContext(mainwindow);
    checkSDLError(__LINE__);

    /* This makes our buffer swap syncronized with the monitor's vertical refresh */
    SDL_GL_SetSwapInterval(1);
    render(mainwindow);
    SDL_Delay(2000);
    /* Delete our opengl context, destroy our window, and shutdown SDL */
    SDL_GL_DeleteContext(maincontext);
    SDL_DestroyWindow(mainwindow);
    SDL_Quit();
    return 0;
}

这很有效。但如果我更改这一行:

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);

对此:

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);

所以它使用OpenGL 3.3而不是3.2,我在每次调用OpenGL时都会得到一个EXC_BAD_ACCES错误。我确实想使用OpenGL 3.3。我的电脑:2012年末MacBook Pro视网膜Mac OS X Mountain Lion英特尔i7 2.7 GHz英特尔HD 4000NVidia GeForce G

有人知道这是OS X错误、SDL错误还是我的代码有问题吗?(我知道SDL代码可能不是最好的,但它最初是SDL 1.2代码)

因为OSX只有高达3.2的opengl功能。

如果您执行SDL_GetError,它会告诉您哪里出了问题。

编辑:OSX小牛队(10.9)现在支持4.1。

OpenGL 3.3和+目前在OSX上不可用。

然而OpenGL 4.1将在最新的OSX 10.9 Mavericks上提供。。。请继续关注:)