据我所知,Macbook Air 2012 支持 OpenGL 3.2。然而,当使用 SDL 2.0 创建 OpenGL 上下文时,上下文只有 opengl 2.1 版。
SDL 2.0 是否可以创建 GL 3.2 上下文?
对于截至 10 月 10 日星期三仍有此问题的所有人,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。您只需要添加以下代码:
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);
如果您运行的是 OS X 10.10,或者上述解决方案仍然无法解决问题,请将上述示例的第二行从
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
到
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
可能对你有用。
编辑:见https://stackoverflow.com/a/13095742/123387——SDL2现在应该原生支持这个。下面的注释适用于最新 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 2012 -0400;6398:c294faf5fce5)不支持 10.7 系列。但是,如果您愿意运行不稳定的 SDL 以进行踢球,则有一种方法可以添加支持。
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; }
然后在您的应用程序中,按照这些思路进行操作。
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 年开始在我的 Mac Air 下运行 10.7.4,当我从启用 3.2 SDL 的应用程序运行一些 GL 诊断程序时,我得到:
Driver : cocoa Renderer : Intel HD Graphics 3000 OpenGL Engine Vendor : Intel Inc. Version : 3.2 INTEL-7.18.18 GLSL : 1.50
除此之外,我没有进行太多测试,但希望其他人可以尝试一下并取得更大的成功。
编辑:如果您使用 GLEW,您将需要启用 glewExperimental。请注意,当您查询 GL_EXTENSIONS 时,3.2 核心配置文件中有一个错误。它将报告 1280(好像它不受支持)——但这不应该影响您使用 1.50 着色器等。
那应该是可能的:
#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;
}