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

时间:2012-08-14 21:35:45

标签: macos opengl sdl

据我所知,Macbook Air 2012支持OpenGL 3.2。但是,在使用SDL 2.0创建OpenGL上下文时,上下文只是opengl版本2.1。

SDL 2.0是否可以创建GL 3.2上下文?

3 个答案:

答案 0 :(得分:28)

对于仍然遇到此问题的所有人,截至10月10日星期三,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。 您只需添加以下代码:

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);

如果您正在运行OS X 10.10,或者上述解决方案仍无法解决问题,请更改上述示例的第二行

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);

可能适合你。

答案 1 :(得分:1)

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

  

当前版本(截至2012年8月15日星期三21:00:33 - 0400;   6398:c294faf5fce5)不支持10.7系列。但是,有一个   如果您愿意为踢球运行不稳定的SDL,可以添加支持。

     

试一试:

     

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,沿着这些方向发展。

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);    
     

我从2011年起在Mac Air下运行10.7.4,当我运行一些GL时   我得到的3.2 SDL启用应用程序的诊断:

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

我没有在此之外测试太多,但希望其他人可以   给它一个刺,并取得更多的成功。

     

编辑:如果您正在使用GLEW,则需要启用glewExperimental。   请注意,查询时,3.2核心配置文件中存在错误   GL_EXTENSIONS。它将报告1280(好像不是   支持) - 但是这不应该影响您使用1.50着色器   等等。

答案 2 :(得分:0)

should be possible

#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: %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
}


/* 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;
}