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?
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);
到
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)
#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;
}