5

当我将OGRESDL一起使用时(如本文所述),我似乎遇到了出现在主渲染窗口后面的第二个窗口的问题。基本上,我使用的代码是这样的:

SDL_init(SDL_INIT_VIDEO);
SDL_Surface *screen = SDL_SetVideoMode(640, 480, 0, SDL_OPENGL);

Ogre::Root *root = new Ogre::Root();
root->restoreConfig();
root->initialise(false);

Ogre::NameValuePairList windowSettings;
windowSettings["currentGLContext"] = Ogre::String("True");
Ogre::RenderWindow *window = root->createRenderWindow("MainRenderWindow", 640, 480, false, &windowSettings);
window->setVisible(true);

问题是,我如何摆脱额外的窗口?

只是为了后代,我使用的是 OGRE 1.6.4、Mac OS X 10.6.2 和 SDL 1.2.14。

4

2 回答 2

7

我最终自己解决了这个问题。问题最终是 OGRE 的 Mac GL 后端不支持该currentGLContext选项,因此最好的解决方案是更改为 SDL 1.3(在撰写本文时直接来自 Subversion)并使用SDL_CreateWindowFrom调用开始从由创建的窗口获取事件食人魔。还应注意,OGRE 窗口需要macAPI设置为cocoa,否则 SDL 将无法识别窗口句柄。

于 2010-01-01T08:58:45.427 回答
2

我看到您已经解决了您的问题,但并非所有用户都对将 SDL 降级到 1.3 感到满意。您可以将 SDL2 和通过 SDL_CreateWindow 创建的 SDL2 窗口与 OGRE 一起使用。代码看起来像这样:

if (SDL_Init(SDL_INIT_VIDEO) != 0) {
    OGRE_EXCEPT(Ogre::Exception::ERR_INTERNAL_ERROR, "Cannot initialize SDL2!",
        "BaseApplication::setup");
}

Ogre::Root *root = new Ogre::Root();
root->restoreConfig();
root->initialise(false);

Ogre::NameValuePairList params; // ogre window / render system params
SDL_Window *sdlWindow = SDL_CreateWindow("myWindow", posX, posY, width, height, vflags);
// see SDL_CreateWindow docs / examples for how to populate posX, posY, width, height, and vflags according to your needs

SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
if (SDL_GetWindowWMInfo(sdlWindow, &wmInfo) == SDL_FALSE) {
    OGRE_EXCEPT(Ogre::Exception::ERR_INTERNAL_ERROR,
        "Couldn't get WM Info! (SDL2)",
        "BaseApplication::setup");
}

params.insert(std::make_pair("macAPI", "cocoa"));
params.insert(std::make_pair("macAPICocoaUseNSView", "true"));

// grab a string representing the NSWindow pointer
Ogre::String winHandle = Ogre::StringConverter::toString((unsigned long)wmInfo.info.cocoa.window);

// assign the NSWindow pointer to the parentWindowHandle parameter
params.insert(std::make_pair("parentWindowHandle", winHandle));

Ogre::RenderWindow *ogreWindow = root->createRenderWindow("myWindowTitle", width, height, isFullscreen, &params);
// see OGRE documentation on how to populate width, height, and isFullscreen to suit your needs

// create OGRE scene manager, camera, viewports, etc
于 2016-10-04T10:47:38.000 回答