我开始开发 OpenGL 3(我已经习惯了 1,所以这是一个很大的变化),并且我使用 SDL 作为我的窗口/图像/声音/事件框架。我有以下代码(取自 opengl.org 并稍作修改):
#include <stdio.h>
#include <stdlib.h>
/* If using gl3.h */
/* Ensure we are using opengl's core profile only */
#define GL3_PROTOTYPES 1
#include <OpenGL/gl3.h>
#include <SDL2/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
}
void render(SDL_Window* win){
glClearColor(1.0,0.0,0.0,1.0);
glClear ( GL_COLOR_BUFFER_BIT );
SDL_GL_SwapWindow(win);
}
/* 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);
render(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;
}
这很好用。但如果我改变这一行:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
对此:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
所以它使用 OpenGL 3.3 而不是 3.2,EXC_BAD_ACCES
每次调用 OpenGL 都会出错。我确实想使用 OpenGL 3.3。我的电脑:MacBook Pro 视网膜 2012 年末 Mac OS X Mountain Lion Intel i7 2.7 GHz Intel HD 4000 NVidia GeForce G
任何人都知道这是 OS X 错误、SDL 错误还是我的代码有问题?(我知道 SDL 代码可能不是最好的,但它最初是 SDL 1.2 代码)