我开始开发OpenGL 3(我习惯于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并稍加修改):
#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: %s\n", msg, SDL_GetError());
SDL_Quit();
exit(1);
}
void checkSDLError(int line = -1)
{
#ifndef NDEBUG
const char *error = SDL_GetError();
if (*error != '\0')
{
printf("SDL Error: %s\n", error);
if (line != -1)
printf(" + line: %i\n", 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。但如果我改变这一行:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
对此:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
因此它使用OpenGL 3.3而不是3.2,我在每个OpenGL调用上都会出现EXC_BAD_ACCES
错误。我确实想使用OpenGL 3.3。我的电脑:
MacBook Pro视网膜2012年末
Mac OS X Mountain Lion
英特尔i7 2.7 GHz
英特尔HD 4000
NVidia GeForce G
任何人都知道这是OS X错误,SDL错误或我的代码有问题吗? (我知道SDL代码可能不是最好的,但最初是SDL 1.2代码)
答案 0 :(得分:9)
答案 1 :(得分: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......敬请关注:)