我最近遇到了一个奇怪的问题。我写了一个应用程序类,它使用一个非常简单的渲染器在屏幕上绘制一些模型。相机是可移动的。
我在笔记本电脑上运行程序。最初我注意到屏幕上没有任何东西被绘制(然而,屏幕被正确的颜色清除)。然后我注意到,如果我点击装饰框并移动窗口,屏幕会自动更新:这样,模型变得可见,但除非我再次单击并移动装饰框,否则不会移动。
我在台式电脑上测试了我的程序,一切正常;相机移动顺畅。
最终,我让程序在我的笔记本电脑上运行,但我必须设置SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 0 );
并禁用缓冲区交换。
以下是主要的应用程序类。在执行循环中,我将应用程序状态堆调用为循环&渲染(应用程序状态实际上拥有渲染器)。
如果有任何后果,我的笔记本电脑有intel HD 4000显卡,桌面有GTX 670.
App::App() : _running( false ),
_deltaTime( 0u ),
_elapsedTime( 0u ),
_mainWindow( nullptr ),
_glContext(),
_stack() {
//ctor
}
App::~App() {
SDL_GL_DeleteContext( _glContext );
SDL_DestroyWindow( _mainWindow );
SDL_Quit();
}
void App::execute() {
_initialize();
static const float millisecondsPerFrame = 17;
while ( _running ) {
//get the delta time & update elapsed time
uint32_t oldTime = _elapsedTime;
_elapsedTime = SDL_GetTicks();
_deltaTime = _elapsedTime - oldTime;
_processEvents();
_loop( _deltaTime / 1000.0f );
_render();
//apply possible state changes made to the stack
_stack.applyPendingChanges();
int usedTime = SDL_GetTicks() - int ( _elapsedTime );
//sleep the remainder of the cycle if we didn't use the entire update cycle
if ( millisecondsPerFrame - usedTime > 0 ) {
SDL_Delay( uint32_t ( millisecondsPerFrame - usedTime ) );
}
}
}
void App::_initialize() {
//initialize random number generator
nge::srand();
_running = true;
_initializeSDL();
_initializeOpenGL();
SDL_GL_MakeCurrent( _mainWindow, _glContext );
//attempt to set late swap tearing
int res = SDL_GL_SetSwapInterval( -1 );
//returns 0 on success
//returns -1 if swap interval is not supported
if ( res == -1 ) {
std::cout << "App::_initializeSDL> " << SDL_GetError() << "\n\n";
SDL_GL_SetSwapInterval( 1 );
}
_stack.registerState<GameState>( AppStateID::Game );
_stack.pushState( AppStateID::Game );
_stack.applyPendingChanges();
}
void App::_initializeSDL() {
SDL_Init( SDL_INIT_VIDEO );
SDL_Init( SDL_INIT_TIMER );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE );
SDL_GL_SetAttribute( SDL_GL_ACCELERATED_VISUAL, 1 );
/**
For some reason, on my Samsung Series 9, double buffering does not
work.
*/
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 0 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 8 );
//anti-aliasing
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 4 );
_mainWindow = SDL_CreateWindow( "window",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
800,
600,
SDL_WINDOW_OPENGL |
SDL_WINDOW_RESIZABLE |
SDL_WINDOW_MAXIMIZED |
SDL_WINDOW_SHOWN );
_glContext = SDL_GL_CreateContext( _mainWindow );
}
void App::_initializeOpenGL() {
//initialize GLEW
glewExperimental = GL_TRUE;
if ( glewInit() != GLEW_OK ) {
std::cerr << "glewInit failed." << std::endl;
std::exit( EXIT_FAILURE );
}
glEnable( GL_DEPTH_TEST );
//enable culling
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
glDepthFunc( GL_LEQUAL );
glEnable( GL_TEXTURE_CUBE_MAP_SEAMLESS );
std::cout << "OpenGL version: " << glGetString( GL_VERSION ) << std::endl;
std::cout << "GLSL version: " << glGetString( GL_SHADING_LANGUAGE_VERSION ) << std::endl;
std::cout << "Vendor: " << glGetString( GL_VENDOR ) << std::endl;
std::cout << "Renderer: " << glGetString( GL_RENDERER ) << std::endl << std::endl;
//make sure OpenGL 3.3 is available
ASSERT( GLEW_VERSION_3_3, "OpenGL 3.3 API is not available" );
}
void App::_processEvents() {
SDL_Event event;
while ( SDL_PollEvent( &event ) ) {
if ( event.type == SDL_QUIT ) {
_running = false;
}
}
}
void App::_loop( float delta ) {
_stack.loop( delta );
}
void App::_render() {
_stack.render();
//SDL_GL_SwapWindow( _mainWindow );
}
答案 0 :(得分:1)
我要检查的第一件事是笔记本电脑上的GPU驱动程序。确保驱动程序版本与桌面上的驱动程序版本匹配。
第二件事是添加错误打印。来自here:
window = SDL_CreateWindow("OpenGL Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL);
if (!window) {
fprintf(stderr, "Couldn't create window: %s\n", SDL_GetError());
return;
}
context = SDL_GL_CreateContext(window);
if (!context) {
fprintf(stderr, "Couldn't create context: %s\n", SDL_GetError());
return;
}
要检查的第三件事是请求的缓冲区。也许GPU或驱动程序不支持双缓冲,或16位深度,或您请求的其他一些参数。因此,使用initializeSDL()
功能中的参数进行播放,找到可在笔记本电脑上使用的参数。