在我的项目中,我一直无法在OnRender()
内显示三角形,但出于某种原因,除了背景颜色(绿色)之外,其他任何内容都是可见的。
int main(int argc, char **argv)
{
if (!OnInit())
return -1;
SDL_Event Event;
while (_isRunning)
{
while (SDL_PollEvent(&Event))
OnEvent(&Event);
OnRender();
OnLoop();
SDL_GL_SwapWindow(_screen);
}
OnCleanup();
return 0;
}
void generalSetup()
{
// Initialize SDL2
if (SDL_Init(SDL_INIT_VIDEO) < 0)
sdldie("Failed to initial SDL2.");
else
{
/* Request OpenGL 3.2 */
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);
// Create window
_screen = SDL_CreateWindow("Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
// Create Context
_mainContext = SDL_GL_CreateContext(_screen);
// Create Surface
_surface = SDL_GetWindowSurface(_screen);
SDL_FillRect(_surface, NULL, SDL_MapRGB(_surface->format, 0xCC, 0x20, 0x20));
SDL_UpdateWindowSurface(_screen);
/* swap synchronized */
SDL_GL_SetSwapInterval(1);
// Initialize GLew 1.10
glewExperimental = GL_TRUE;
GLenum error = glewInit();
if (error != GLEW_OK)
printf("Warning: Unable to set VSync! SDL Error: %s\n", SDL_GetError());
else
std::cout << "GLew Initialized" << std::endl;
glClearColor(0, 1, 0, 0);
glViewport(0, 0, 800, 600);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, 800 / 600, 1, 1000);
gluLookAt(0, 0, 20, 0, 0, 0, 0, 1, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
}
bool OnInit()
{
generalSetup();
return true;
}
void OnEvent(SDL_Event* Event)
{
if (Event->type == SDL_QUIT)
_isRunning = false;
}
void OnLoop()
{
}
void OnRender()
{
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.f, 0.f, -10.f);
glBegin(GL_TRIANGLES);
glColor3f(0.1, 0.2, 0.3);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0);
glVertex3f(0, 1, 0);
glEnd();
glPopMatrix();
}
void OnCleanup()
{
SDL_GL_DeleteContext(_mainContext);
SDL_DestroyWindow(_screen);
SDL_Quit();
}
答案 0 :(得分:1)
您请求了核心上下文。您的立即模式(矩阵堆栈,glBegin()
等)代码都不起作用。
回退到兼容性上下文(SDL_GL_CONTEXT_PROFILE_COMPATIBILITY
)或提供Core所需的所有必需的着色器,顶点缓冲区等。
答案 1 :(得分:0)
您正在尝试通过立即模式进行渲染,但OpenGL 3.2不支持它。尝试使用版本2.0或2.1,它们支持着色器(如果您打算使用它们)和立即模式。