我有一个在macOS上运行的简单OpenGL程序:
glUseProgram(program);
glViewport(0, 0, mWidth, mHeight);
glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
// Rendering Loop
while (glfwWindowShouldClose(mWindow) == false) {
if (glfwGetKey(mWindow, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(mWindow, true);
}
// why can't view port here?
glViewport(0, 0, mWidth, mHeight);
// Background Fill Color
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Flip Buffers and Draw
glfwSwapBuffers(mWindow);
glfwPollEvents();
}
如果我注释掉循环内的glViewport
调用,则效果很好,三角形显示在窗口的中心,但是如果我取消注释,则三角形显示在窗口的左下角
下面是我的着色器和顶点数据代码:
const int mWidth = 1280;
const int mHeight = 800;
auto mWindow = glfwCreateWindow(mWidth, mHeight, "OpenGL", nullptr, nullptr);
const GLchar* vertex_shader_src =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}";
const GLchar* fragment_shader_src =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
"}";
GLfloat vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
(void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
有人可以帮我吗?
答案 0 :(得分:0)
与@httpdigest commented一样,这是因为macOS的帧缓冲区大小是原来的2倍,如果我用glfwGetFramebufferSize
进行查询并将其用作查看端口大小,它会很好地工作!