我正在使用OpenGL / SDL编写程序,但窗口不会绘制。窗口的条目显示在任务栏和alt +选项卡菜单中,但不显示缩略图。当我点击它时,它被标记为活动,但屏幕上没有任何变化。
我可以验证从我的渲染循环中调用了glClear(GL_COLOR_BUFFER_BIT)
和SDL_GL_SwapBuffers()
,并且SDL_SetVideoMode
正在成功,但它仍然无法渲染。这不是共享库问题,因为其他SDL / GL应用程序运行正常。
有什么想法吗?
编辑:
这是图形初始化:
void GraphicsManager::initGraphics() {
// Access prefs
PreferencesManager* prefMgr = PreferencesManager::getInstance();
int width = prefMgr->getIntKey("res_width");
int height = prefMgr->getIntKey("res_height");
if(SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Cannot initialize SDL video!\n");
exit(1);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
m_screen = SDL_SetVideoMode(width, height, 0, SDL_OPENGL);
if(!m_screen) {
fprintf(stderr, "Error: Invalid screen pointer\n");
exit(2);
}
SDL_ShowCursor(SDL_DISABLE);
// Setup OpenGL stuffs
glDisable(GL_DEPTH_TEST); // We're only using 2D
glClearColor(0.0, 0.0, 0.0, 0.0);
glViewport(0.0, 0.0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, width, height, 0.0, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapBuffers();
// Init FPS stuff
m_avgFps = 60.0f;
m_lastUpdate = SDL_GetTicks();
}
这是我的主循环:
while(stateMgr->getState() != GS_QUIT) {
// Process input events
inputMgr->processEvents();
// Update the current system mode
stateMgr->update();
// Update GUI state
guiMgr->update();
// Render
gfxMgr->render();
//char buf[16];
//snprintf(buf, 16, "FPS: %4.2f", gfxMgr->getFramerate());
//testWindow->getChild("TestRoot/Framerate")->setText(buf);
SDL_Delay(10);
}
这是渲染功能:
void GraphicsManager::render() {
std::list<IRenderCallback*>::iterator rci;
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT);
// Run render callbacks
/*for(rci=m_renderCallbacks.begin();rci != m_renderCallbacks.end();rci++) {
(*rci)->preRender();
}
// Iterate through all renderables and render them
std::list<Renderable*>::iterator i;
for(i=m_renderables.begin();i != m_renderables.end();i++) {
(*i)->render();
}
// Run render callbacks
for(rci=m_renderCallbacks.begin();rci != m_renderCallbacks.end();rci++) {
(*rci)->preFlip();
}*/
// Flip the buffers
SDL_GL_SwapBuffers();
// Update FPS stuff
Uint32 now = SDL_GetTicks();
Uint32 timeTaken = now - m_lastUpdate;
m_lastUpdate = now;
double seconds = (double)timeTaken / 1000.0f;
m_avgFps = (1.0f / seconds);
// Run render callbacks
for(rci=m_renderCallbacks.begin();rci != m_renderCallbacks.end();rci++) {
(*rci)->postRender();
}
}
答案 0 :(得分:1)
分解。做(主要是)最简单的事情应该有效:
#include <SDL.h>
#include <SDL_opengl.h>
#include <cstdio>
#include <iostream>
using namespace std;
int main( int argc, char** argv )
{
if(SDL_InitSubSystem(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Cannot initialize SDL video!\n");
exit(1);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
int width = 640;
int height = 480;
SDL_Surface* m_screen = SDL_SetVideoMode(width, height, 0, SDL_OPENGL);
if(!m_screen) {
fprintf(stderr, "Error: Invalid screen pointer\n");
exit(2);
}
cout << "GL_VERSION : " << glGetString(GL_VERSION) << endl;
cout << "GL_VENDOR : " << glGetString(GL_VENDOR) << endl;
cout << "GL_RENDERER : " << glGetString(GL_RENDERER) << endl;
SDL_ShowCursor(SDL_DISABLE);
// Setup OpenGL stuffs
glDisable(GL_DEPTH_TEST); // We're only using 2D
glClearColor(0.0, 0.0, 0.0, 0.0);
glViewport(0.0, 0.0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, width, height, 0.0, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glEnable(GL_TEXTURE_2D);
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapBuffers();
float angle = 0;
bool running = true;
while( running )
{
// handle all pending events
SDL_Event event;
while( SDL_PollEvent(&event) )
{
switch (event.type)
{
case SDL_QUIT:
running = false;
break;
default:
break;
}
}
angle += 1;
while( angle > 360 )
angle -= 360;
// Render
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef( width/2, height/2, 0 );
glScalef( 150, 150, 0 );
glRotatef( angle, 0, 0, 1 );
glColor3ub(255,0,0);
glBegin(GL_TRIANGLES);
glVertex2i(0,0);
glVertex2i(1,0);
glVertex2i(1,1);
glEnd();
glPopMatrix();
// Flip the buffers
SDL_GL_SwapBuffers();
SDL_Delay(10);
}
SDL_Quit();
return 0;
}
如果这样可以完成所有工作(哈!),弄清楚简单程序执行流程与大程序的不同之处。如果它不起作用,你的环境可能会以某种方式搞砸。
GL_VERSION/VENDOR/RENDERER
检查系统上打印的内容是什么?
答案 1 :(得分:1)
看起来你将每个像素的位设置为0。
m_screen = SDL_SetVideoMode(width, height, 0, SDL_OPENGL);
一般来说,我认为你的情况需要32个。
话虽如此,如果这不能解决您的问题,请尝试致电:
m_screen = SDL_SetVideoMode(width, height, 0, SDL_OPENGL | SDL_HWSURFACE | SDL_GL_DOUBLEBUFFER);
这将要求硬件表面和双缓冲。
我也没有看到你这么说:
glViewport(0, 0, width, height);
在你第一次打电话给glLoadIdentity之前。您可能在过去已经这样做了 - 但是,SDL_SetVideoMode可以导致重置GL上下文,这使得重新设置所需的所有OpenGL参数成为一种很好的做法。
然而,有一个更大的担忧。我们专注于您的GL代码,但是可能在此子系统初始化之前(或之后)SDL被破坏。 我想建议您在进入主循环之前调用一次SDL_GetError()只是为了看到一些没有检查回来的错误没有干扰。使用OpenGL时,SDL还有很多其他问题。我的下一个问题是您的代码流可能多次调用get_surface ...尝试向函数添加静态变量,如下所示:
static int has_init = 0;
has_init++;
if (has_init > 1) {
// Well that's odd isn't it
}