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我想在 win32 API 的 OpenGL 上下文中设置 MSAA。一切正常,但 MSAA 只是不想激活。这是我构建上下文的代码:

void Display::CreateGLContext(HWND hWND) {
mHDC = GetDC(hWND);  //get current windows device context

int nPixelFormat;

PIXELFORMATDESCRIPTOR pfd; // Create a new PIXELFORMATDESCRIPTOR (PFD)  
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR)); // Clear our  PFD  
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); // Set the size of the PFD to the size of the class  
pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW; // Enable double buffering, opengl support and drawing to a window  
pfd.iPixelType = PFD_TYPE_RGBA; // Set our application to use RGBA pixels  
pfd.cColorBits = 32; // Give us 32 bits of color information (the higher, the more colors)  
pfd.cDepthBits = 16; // Give us 32 bits of depth information (the higher, the more depth levels)  
pfd.iLayerType = PFD_MAIN_PLANE; // Set the layer of the PFD

/*      Choose best matching format*/
nPixelFormat = ChoosePixelFormat(mHDC, &pfd);

/*      Set the pixel format to the device context*/
SetPixelFormat(mHDC, nPixelFormat, &pfd);

HGLRC tempRC = wglCreateContext(mHDC);
wglMakeCurrent(mHDC, tempRC);

if (glewInit() != GLEW_OK) {
    MessageBox(mHWND, "Eroare", "glew", MB_OK);
}
int nPixelFormat2;

BOOL bValidPixFormat;
UINT nMaxFormats = 1;
UINT nNumFormats;
float pfAttribFList[] = { 0, 0 };
int piAttribIList[] = { 
    WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
    WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
    WGL_COLOR_BITS_ARB, 32,
    WGL_RED_BITS_ARB, 8,
    WGL_GREEN_BITS_ARB, 8,
    WGL_BLUE_BITS_ARB, 8,
    WGL_ALPHA_BITS_ARB, 8,
    WGL_DEPTH_BITS_ARB, 16,
    WGL_STENCIL_BITS_ARB, 0,
    WGL_DOUBLE_BUFFER_ARB, GL_TRUE,
    WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB,
    WGL_SAMPLE_BUFFERS_ARB, GL_TRUE,
    WGL_SAMPLES_ARB, 16,
    0, 0 };

bValidPixFormat = wglChoosePixelFormatARB(mHDC, piAttribIList, pfAttribFList, nMaxFormats, &nPixelFormat2, &nNumFormats);

if (!bValidPixFormat)
{
    MessageBox(NULL, "Invalid Pixel Format", "Error! (SetupWGLPixelFormat)", MB_OK);
}

SetPixelFormat(mHDC, nPixelFormat2, &pfd);


mGLRenderContext = wglCreateContext(mHDC);

wglMakeCurrent(mHDC, NULL);
wglDeleteContext(tempRC);
wglMakeCurrent(mHDC, mGLRenderContext);

glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}

代码工作正常,它是在主类中创建 hWnd 后调用的,而不是在 WM_CREATE 案例的 WndProc 中调用......可能有什么问题?

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2 回答 2

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我看到你要求 16 个样本的部分。但我没有看到您启用 GL_MULTISAMPLE的部分。没有它,渲染到多采样缓冲区与渲染到单个采样缓冲区的行为没有什么不同。

另外,我建议您为多重采样渲染目标使用帧缓冲区对象,而不是默认帧缓冲区。是的,可以通过窗口调整默认帧缓冲区的大小,这很好。但是通过使用帧缓冲区对象,您可以控制何时解析多重采样

此外,它还允许您防止驱动程序讨厌的控制面板选项弄乱您的样本计数;)

于 2016-01-20T18:51:47.097 回答
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我发现了问题。基本上你不能在本文提到的同一窗口上调用 SetPixelFormat:https ://www.khronos.org/opengl/wiki/Creating_an_OpenGL_Context_(WGL)#Proper_Context_Creation

解决方案基本上是创建一个虚拟窗口(不可见)启用opengl并将其删除。我已经从这里复制了代码,它对我有用 Create Modern OpenGL context using WGL?

于 2020-05-23T18:49:03.240 回答