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);
至
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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