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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?

4

3 回答 3

30

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);

SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);

可能对你有用。

于 2012-10-26T23:33:28.310 回答
1

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。

于 2012-08-20T02:29:42.527 回答
0

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;
}
于 2012-08-14T21:44:06.927 回答