OpenGL 4.1 不适用于 Mavericks
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【中文标题】OpenGL 4.1 不适用于 Mavericks【英文标题】:OpenGL 4.1 not working on Mavericks 【发布时间】:2013-11-20 16:10:34 【问题描述】:我用 glfw3 编写了一个简单的程序。它编译得很好,但是当我运行它时,什么都没有呈现。只是弹出一个空白屏幕。
#include </usr/include/GL/glew.h>
#include </usr/local/include/GLFW/glfw3.h>
#include <stdlib.h>
#include <stdio.h>
static void error_callback(int error, const char* description)
fputs(description, stderr);
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
int main(void)
GLFWwindow* window;
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
if (!window)
glfwTerminate();
exit(EXIT_FAILURE);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, key_callback);
//printf("OpenGL Context: %d.%d\n", glfwGetWindowParam(GLFW_CONTEXT_VERSION_MAJOR), glfwGetWindowParam(GLFW_CONTEXT_VERSION_MINOR));
while (!glfwWindowShouldClose(window))
float ratio;
int width, height;
glfwGetFramebufferSize(window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef((float) glfwGetTime() * 50.f, 0.f, 0.f, 1.f);
glBegin(GL_TRIANGLES);
glColor3f(1.f, 0.f, 0.f);
glVertex3f(-0.6f, -0.4f, 0.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(0.6f, -0.4f, 0.f);
glColor3f(0.f, 0.f, 1.f);
glVertex3f(0.f, 0.6f, 0.f);
glEnd();
glfwSwapBuffers(window);
//glfwPollEvents();
glfwWaitEvents();
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
我在带有 AMD Radeon HD 6490M OpenGL 引擎的 2011 年初 Macbook Pro 上运行它,并在上面安装了 Mavericks。
删除不推荐使用的函数后我运行的新代码。运行此代码时出现分段错误 11。
#ifdef __APPLE__
#include </usr/include/GL/glew.h>
#else
#include <GL/glew.h>
#endif
#ifdef __APPLE__
#include </usr/local/include/GLFW/glfw3.h>
#else
#include <GL/glfw.h>
#endif
#include <stdio.h>
float points[] =
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f
;
const char* vertex_shader =
"#version 400\n"
"in vec3 vp;"
"void main () "
" gl_Position = vec4 (vp, 1.0);"
"";
const char* fragment_shader =
"#version 400\n"
"out vec4 frag_colour;"
"void main () "
" frag_colour = vec4 (0.5, 0.0, 0.5, 1.0);"
"";
int main ()
// start GL context and O/S window using the GLFW helper library
if (!glfwInit ())
fprintf (stderr, "ERROR: could not start GLFW3\n");
return 1;
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow* window = glfwCreateWindow (640, 480, "Hello Triangle", NULL, NULL);
if (!window)
fprintf (stderr, "ERROR: could not open window with GLFW3\n");
glfwTerminate();
return 1;
glfwMakeContextCurrent (window);
// start GLEW extension handler
glewInit ();
// get version info
const GLubyte* renderer = glGetString (GL_RENDERER); // get renderer string
const GLubyte* version = glGetString (GL_VERSION); // version as a string
printf ("Renderer: %s\n", renderer);
printf ("OpenGL version supported %s\n", version);
// tell GL to only draw onto a pixel if the shape is closer to the viewer
glEnable (GL_DEPTH_TEST); // enable depth-testing
glDepthFunc (GL_LESS); // depth-testing interprets a smaller value as "closer"
unsigned int vbo = 0;
glGenBuffers (1, &vbo);
glBindBuffer (GL_ARRAY_BUFFER, vbo);
glBufferData (GL_ARRAY_BUFFER, 9 * sizeof (float), points, GL_STATIC_DRAW);
unsigned int vao = 0;
glGenVertexArrays (1, &vao);
glBindVertexArray (vao);
glEnableVertexAttribArray (0);
glBindBuffer (GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE, 0, (GLubyte*)NULL);
unsigned int vs = glCreateShader (GL_VERTEX_SHADER);
glShaderSource (vs, 1, &vertex_shader, NULL);
glCompileShader (vs);
unsigned int fs = glCreateShader (GL_FRAGMENT_SHADER);
glShaderSource (fs, 1, &fragment_shader, NULL);
glCompileShader (fs);
unsigned int shader_programme = glCreateProgram ();
glAttachShader (shader_programme, fs);
glAttachShader (shader_programme, vs);
glLinkProgram (shader_programme);
while (!glfwWindowShouldClose (window))
// wipe the drawing surface clear
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram (shader_programme);
glBindVertexArray (vao);
// draw points 0-3 from the currently bound VAO with current in-use shader
glDrawArrays (GL_TRIANGLES, 0, 3);
// update other events like input handling
glfwPollEvents ();
// put the stuff we've been drawing onto the display
glfwSwapBuffers (window);
/* OTHER STUFF GOES HERE NEXT */
// close GL context and any other GLFW resources
glfwTerminate();
return 0;
【问题讨论】:
MacOS X 是否支持旧式即时模式 OpenGL?而且您在这里要求核心配置文件 OpenGL 3.2,不确定它是否具有已弃用的功能... 我刚刚写了一个可能对***.com/questions/19865463/opengl-4-1-under-mavericks/…987654321有帮助的问题的答案 【参考方案1】:您正在请求 GL 3.2 核心配置文件(尽管您的标题谈到 4.1)。您使用的几乎所有 GL 命令在核心上下文中都不可用。矩阵堆栈不见了,固定功能管道不见了,立即模式不见了。
除了 glViewport()
和 glClear()
之外,您的所有 GL 调用都是无效的,应该只会产生 GL 错误。
您必须完全重写它才能使其与现代 GL 一起使用。请注意,在 OSX 上,没有兼容性配置文件。因此,您要么获得带有 2.x 上下文的旧内容,要么获得 GL >=3.x 并删除旧内容。
【讨论】:
我已更改代码。我有一个我在上面添加的新代码。我遇到了分段错误 11 我能够通过添加一行 glewExperimental=GL_TRUE; 使其工作。就在 glfwMakeContextCurrent(窗口)之前; @noddy:附带说明:你应该检查glewInit()
的返回值。以上是关于OpenGL 4.1 不适用于 Mavericks的主要内容,如果未能解决你的问题,请参考以下文章
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