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好的,我设法wglcreatecontextattribARB在我的属性结构中创建了一个 3.2 版本的 OpenGL 上下文(所以我已经初始化了一个 3.2 opengl 上下文)。

它有效,但奇怪的是,当我使用 glBindBuffer 时,例如 我仍然得到未引用的链接器错误,更新的上下文不应该阻止这种情况吗?

我在 Windows BTW 上,Linux 不必处理新旧上下文(它直接支持其版本的核心)。编码:

PIXELFORMATDESCRIPTOR pfd;
    HGLRC tmpRC;
    int iFormat;
    if (!(hDC = GetDC(hWnd)))
    {
        CMsgBox("Unable to create a device context. Program will now close.", "Error");
        return false;
    }
    ZeroMemory(&pfd, sizeof(pfd));
    pfd.nSize = sizeof(pfd);
    pfd.nVersion = 1;
    pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
    pfd.iPixelType = PFD_TYPE_RGBA;
    pfd.cColorBits = attribs->colorbits;
    pfd.cDepthBits = attribs->depthbits;
    pfd.iLayerType = PFD_MAIN_PLANE;
    if (!(iFormat = ChoosePixelFormat(hDC, &pfd)))
    {
        CMsgBox("Unable to find a suitable pixel format. Program will now close.", "Error");
        return false;
    }
    if (!SetPixelFormat(hDC, iFormat, &pfd))
    {
        CMsgBox("Unable to initialize the pixel formats. Program will now close.", "Error");
        return false;
    }
    if (!(tmpRC=wglCreateContext(hDC)))
    {
        CMsgBox("Unable to create a rendering context. Program will now close.", "Error");
        return false;
    }
    if (!wglMakeCurrent(hDC, tmpRC))
    {
        CMsgBox("Unable to activate the rendering context. Program will now close.", "Error");
        return false;
    }
    strncpy(vers, (char*)glGetString(GL_VERSION), 3);
    vers[3] = '\0';
    if (sscanf(vers, "%i.%i", &glv, &glsubv) != 2)
    {
        CMsgBox("Unable to retrieve the OpenGL version. Program will now close.", "Error");
        return false;
    }
    hRC = NULL;
    if (glv > 2) // Have OpenGL 3.+ support
    {
        if ((wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB")))
        {
            int attribs[] = {WGL_CONTEXT_MAJOR_VERSION_ARB, glv, WGL_CONTEXT_MINOR_VERSION_ARB, glsubv,WGL_CONTEXT_FLAGS_ARB, 0,0};
            hRC = wglCreateContextAttribsARB(hDC, 0, attribs);
            wglMakeCurrent(NULL, NULL);
            wglDeleteContext(tmpRC);
            if (!wglMakeCurrent(hDC, hRC))
            {
                CMsgBox("Unable to activate the rendering context. Program will now close.", "Error");
                return false;
            }
            moderncontext = true;
        }
    }
    if (hRC == NULL)
    {
        hRC = tmpRC;
        moderncontext = false;
    }
4

1 回答 1

4

你仍然需要

  1. 用适当的名称和函数签名声明函数指针。
  2. 为这些指针获取正确的内存位置wglGetProcAddress
  3. #define 实际的 OpenGL API 名称到相应的函数指针。

没错,OpenGL API 函数其实就是函数指针。

如果您没有时间和耐心执行此操作,则建议使用 OpenGL 加载程序库,例如 GL3W 或 GLEW。这也将为您节省首先创建虚拟上下文然后创建“真实”上下文的负担。

另请参阅加载函数指针的 OpenGL wiki 页面

于 2013-10-19T10:28:05.020 回答