在OSX上使用SDL2创建OpenGL 3.x上下文(Macbook Air 2012)

据我所知,Macbook Air 2012支持OpenGL 3.2。 但是,使用SDL 2.0创建OpenGL上下文时,上下文仅为opengl 2.1版。

SDL 2.0有可能创建GL 3.2上下文吗?


对于截至10月10日星期三仍然存在此问题的每个人,SDL2允许您在运行Mac OS X 10.7(Lion)及更高版本的Mac上创建OpenGL 3.2上下文。 你只需要添加下面的代码:

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);

如果您运行的是OS X 10.10,或者上述解决方案仍不能解决问题,请将上述示例的第二行更改为

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);

可能适合你。


编辑:请参阅https://stackoverflow.com/a/13095742/123387 - SDL2现在应该支持本机。 以下注释适用于最新的SDL2版本之前的版本。

当前版本(截至8月15日星期三21:00:33 2012 -0400; 6398:c294faf5fce5)不支持10.7系列。 但是,如果您愿意运行不稳定的SDL进行踢球,则可以添加支持。

给这个镜头:

src / video / cocoa / SDL_cocoaopengl.m +90(Cocoa_GL_CreateContext)

if(_this->gl_config.major_version == 3 &&                                                           
   _this->gl_config.minor_version == 2)                                                             
{                                                                                                   
    attr[i++] = NSOpenGLPFAOpenGLProfile;                                                           
    attr[i++] = NSOpenGLProfileVersion3_2Core;                                                      
}     

然后在你的应用程序中,沿着这些线。

SDL_Init(SDL_INIT_EVERYTHING);                                                                                                                                    

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);                                               
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);                                               

window = SDL_CreateWindow("3.2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,                
                640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);                                                                                               

context = SDL_GL_CreateContext(window);    

我在2011年的Mac Air下运行10.7.4,当我从3.2 SDL启用应用程序运行一些GL诊断程序时,我得到:

Driver     : cocoa
Renderer   : Intel HD Graphics 3000 OpenGL Engine
Vendor     : Intel Inc.
Version    : 3.2 INTEL-7.18.18
GLSL       : 1.50

除此之外,我还没有测试过很多东西,但希望别人能够给它一个刺,并取得更多的成功。

编辑:如果你使用GLEW,你会想启用glewExperimental。 请注意,查询GL_EXTENSIONS时,3.2核心配置文件中存在一个错误。 它会报告1280(好像它不被支持) - 但是这不会影响你使用1.50着色器等等。


这应该是可能的:

#include <stdio.h>
#include <stdlib.h>
/* If using gl3.h */
/* Ensure we are using opengl's core profile only */
#define GL3_PROTOTYPES 1
#include <GL3/gl3.h>

#include <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
}


/* 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);

    /* Clear our buffer with a red background */
    glClearColor ( 1.0, 0.0, 0.0, 1.0 );
    glClear ( GL_COLOR_BUFFER_BIT );
    /* Swap our back buffer to the front */
    SDL_GL_SwapWindow(mainwindow);
    /* Wait 2 seconds */
    SDL_Delay(2000);

    /* Same as above, but green */
    glClearColor ( 0.0, 1.0, 0.0, 1.0 );
    glClear ( GL_COLOR_BUFFER_BIT );
    SDL_GL_SwapWindow(mainwindow);
    SDL_Delay(2000);

    /* Same as above, but blue */
    glClearColor ( 0.0, 0.0, 1.0, 1.0 );
    glClear ( GL_COLOR_BUFFER_BIT );
    SDL_GL_SwapWindow(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;
}
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