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c++ - glewInit() 时 OpenGL 错误 GL_INVALID_ENUM (0x0500)

转载 作者:塔克拉玛干 更新时间:2023-11-03 00:29:52 29 4
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我是 OpenGL 的新手,尝试按照 http://www.openglbook.com 学习 OpenGL 4教程。在第二页,我们使用着色器创建了一个简单的三角形。但是就在创建顶点着色器之后,程序崩溃了。通过调试,我可以找到 OpenGL 错误 GL_INVALID_ENUM (0x0500)。请参阅下面的代码...

不幸的是,我找不到任何解决方案。也许你知道某事?

编辑:

于是,再次搜索GL_INVALID_ENUMglewInit(),发现其他网站已经有很多帖子了,BUT:他们中的大多数人在着色器中都有一些拼写错误,而我绝对没有。在 http://www.opengl.org/wiki/OpenGL_Loading_Library我发现:

You might still get GL_INVALID_ENUM (depending on the version of GLEW you use), but at least GLEW ignores glGetString(GL_EXTENSIONS)​ and gets all function pointers.

有些人建议直接忽略这个错误,但我仍然无法运行程序...顺便说一句,你们中的任何人都可以尝试运行该程序吗?如果你有同样的错误,我们肯定知道这不是我的 IDE/Project 配置错误。

规范:

Windows 8.1 64bit
Intel Core i7-3517U with
Intel HD4000 GPU (OpenGL 4.0.0 Support)
8 GB RAM

开发环境:

Eclipse IDE for C/C++ Developers
Version: Kepler Service Release 1
Build id: 20130919-0819
using MinGW Compiler

代码:

#include <stdlib.h>
#include <stdio.h>
#include <string>
#define GLEW_STATIC
#include <gl/glew.h>
#include <gl/freeglut.h>


#define WINDOW_TITLE_PREFIX "Chapter 2"

// initialization
int CurrentWidth = 800,
CurrentHeight = 600,
WindowHandle = 0;

// timer
unsigned FrameCount = 0;

// chapter2 buffer object.........................
GLuint VertexShaderId,
FragmentShaderId,
ProgramId,
VaoId,
VboId,
ColorBufferId;

const GLchar *VertexShader = {
"#version 400\n"\

"layout(location=0) in vec4 in_Position;\n"\
"layout(location=1) in vec4 in_Color;\n"\
"out vec4 ex_Color;\n"\

"void main(void) {\n"\
" gl_Position = in_Position;\n"\
" ex_Color = in_Color;\n"\
"}\n"
};
const GLchar *FragmentShader = {
"#version 400\n"\

"in vec4 ex_Color;\n"\
"out vec4 out_Color;\n"\

"void main(void) {\n"\
" out_Color = ex_Color;\n"\
"}\n"
};
//................................chapter2 buffer object


// initialization
void Initialize(int,char*[]);
void InitWindow(int,char*[]);
void ResizeFunction(int,int);
void RenderFunction(void);

//timer
void TimerFunction(int);
void IdleFunction(void);

// chapter2 buffer object
void Cleanup(void);
void CreateVBO(void);
void DestroyVBO(void);
void CreateShaders(void);
void DestroyShaders(void);


int main(int argc, char *argv[]) {
fprintf(stdout,"Starting OpenGL programm...\n");

Initialize(argc,argv);
glutMainLoop();

fprintf(stdout,"Program terminated.\n");
exit(EXIT_SUCCESS);
}


void Initialize(int argc, char *argv[]) {
GLenum GlewInitResult; //glew

InitWindow(argc,argv);

//glew...........
GlewInitResult = glewInit();

if(GLEW_OK != GlewInitResult) {
fprintf(stderr,
"ERROR: %s\n",
glewGetErrorString(GlewInitResult) );
exit(EXIT_FAILURE);
}
//.................glew.

fprintf(stdout,
"INFO: OpenGL Version: %s\n",
glGetString(GL_VERSION) );

//chapter2 buffer objects
CreateShaders();
CreateVBO();



glClearColor(0.0f,0.0f,0.0f,0.0f);
}

void InitWindow(int argc, char *argv[]) {
glutInit(&argc,argv); // always the first function to call!!!

glutInitContextVersion(4,0);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_CORE_PROFILE);

glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_GLUTMAINLOOP_RETURNS);

glutInitWindowSize(CurrentWidth,CurrentHeight);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);

WindowHandle = glutCreateWindow(WINDOW_TITLE_PREFIX);

if(WindowHandle < 1) {
fprintf(stderr,
"ERROR: Could not create a new rendering window.\n");
exit(EXIT_FAILURE);
}

glutReshapeFunc(ResizeFunction);
glutDisplayFunc(RenderFunction);

//timer
glutIdleFunc(IdleFunction);
glutTimerFunc(0,TimerFunction,0);

//chapter2 buffer object
glutCloseFunc(Cleanup);
}

void ResizeFunction(int Width, int Height) {
CurrentWidth = Width;
CurrentHeight = Height;
glViewport(0,0,CurrentWidth,CurrentHeight);
}

void RenderFunction() {
//timer
++FrameCount;

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

//chapter2 buffer object
glDrawArrays(GL_TRIANGLES,0,3);

glutSwapBuffers();
glutPostRedisplay();
}

//timer.................................
void IdleFunction() {
glutPostRedisplay();
}

void TimerFunction(int Value) {
if(0 != Value) {
char *TempString = (char*) malloc(512 + strlen(WINDOW_TITLE_PREFIX));

sprintf(TempString,
"%s: %d Frames Per Second @ %d x %d",
WINDOW_TITLE_PREFIX,
FrameCount * 4,
CurrentWidth,
CurrentHeight );

glutSetWindowTitle(TempString);
free(TempString);
}
FrameCount = 0;
glutTimerFunc(250,TimerFunction,1);
}
//...........................................timer

//chapter2 buffer object..................................
void Cleanup() {
DestroyShaders();
DestroyVBO();
}

void CreateVBO() {
GLfloat Vertices[] = {
-0.8f, -0.8f, 0.0f, 1.0f,
0.0f, 0.8f, 0.0f, 1.0f,
0.8f, -0.8f, 0.0f, 1.0f
};

GLfloat Colors[] = {
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f
};

GLenum ErrorCheckValue = glGetError();

glGenVertexArrays(1,&VaoId);
glBindVertexArray(VaoId);

glGenBuffers(1,&VboId);
glBindBuffer(GL_ARRAY_BUFFER, VboId);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0,4,GL_FLOAT, GL_FALSE, 0,0);
glEnableVertexAttribArray(0);

glGenBuffers(1,&ColorBufferId);
glBindBuffer(GL_ARRAY_BUFFER, ColorBufferId);
glBufferData(GL_ARRAY_BUFFER, sizeof(Colors), Colors, GL_STATIC_DRAW);
glVertexAttribPointer(1,4,GL_FLOAT, GL_FALSE, 0,0);
glEnableVertexAttribArray(1);

ErrorCheckValue = glGetError();
if(ErrorCheckValue != GL_NO_ERROR) {
fprintf(stderr,
"ERROR: Could not create a VBO: %s \n",
gluErrorString(ErrorCheckValue) );
exit(-1);
}
}

void DestroyVBO() {
GLenum ErrorCheckValue = glGetError();

glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);

glBindBuffer(GL_ARRAY_BUFFER,0);

glDeleteBuffers(1, &ColorBufferId);
glDeleteBuffers(1, &VboId);

glBindVertexArray(0);
glDeleteVertexArrays(1,&VaoId);

ErrorCheckValue = glGetError();
if(ErrorCheckValue != GL_NO_ERROR) {
fprintf(stderr,
"ERROR: Could not destroy the VBO: %s \n",
gluErrorString(ErrorCheckValue) );
exit(-1);
}
}

void CreateShaders() {
GLenum ErrorCheckValue = glGetError();

VertexShaderId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(VertexShaderId,1,&VertexShader,NULL);
glCompileShader(VertexShaderId);

FragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(FragmentShaderId,1,&FragmentShader,NULL);
glCompileShader(FragmentShaderId);

ProgramId = glCreateProgram();
glAttachShader(ProgramId, VertexShaderId);
glAttachShader(ProgramId, FragmentShaderId);
glLinkProgram(ProgramId);

if(glIsProgram(ProgramId) != GL_TRUE) {
fprintf(stderr,
"ERROR: This is no GL program!\n");
exit(-1);
}
glUseProgram(ProgramId);

ErrorCheckValue = glGetError();
if(ErrorCheckValue != GL_NO_ERROR) {
fprintf(stderr,
"ERROR: Could not create the shaders: %s \n",
gluErrorString(ErrorCheckValue) );
exit(-1);
}
}

void DestroyShaders() {
GLenum ErrorCheckValue = glGetError();

glUseProgram(0);

glDetachShader(ProgramId, VertexShaderId);
glDetachShader(ProgramId, FragmentShaderId);

glDeleteShader(FragmentShaderId);
glDeleteShader(VertexShaderId);

glDeleteProgram(ProgramId);

ErrorCheckValue = glGetError();
if(ErrorCheckValue != GL_NO_ERROR) {
fprintf(stderr,
"ERROR: Could not destroy the VBO: %s \n",
gluErrorString(ErrorCheckValue) );
exit(-1);
}
}

最佳答案

我终于可以解决问题了:首先,我做了一些小的改动,所以我不能告诉你,如果只是一个改动或者所有改动的总和,是什么解决了它。

  1. 删除glu 库。我必须链接这个库才能使用 gluErrorString(...)。将此函数替换为 glewGetErrorString(...)。现在您不再需要 glu 库。
  2. 错误的可能原因:删除 glutInitContextVersion(4,0);。我不能告诉你真正的原因 - 可能 glew 不支持新的 OpenGL 4 功能。

就是这样。我希望这会有所帮助(我在其他几个网站上发现了同样的问题)!并感谢您的建议 :)

关于c++ - glewInit() 时 OpenGL 错误 GL_INVALID_ENUM (0x0500),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/19453439/

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