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c++ - 上下文创建失败

转载 作者:行者123 更新时间:2023-11-30 02:37:32 24 4
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我正在学习 OpenGL,所以我正在尝试绘制 2D 图像。我首先将所有内容都放在我的 C++ 程序的主要功能中。它工作正常(绘制了 2 个三角形)。

我决定通过创建单独的类来使程序更清晰,...但现在它不再起作用了。当我想制作 OpenGL 上下文时,它失败了。当我显示错误时,我得到:

在请求的版本中创建 OpenGL 上下文失败

在我正在阅读的教程中,他们说这个错误很可能是由于您的显卡不支持 OpenGL 版本,但如果是这种情况,当我将所有主程序中的代码。

这是出错的部分(上下文创建):

bool OpenGL_Scene::initializeWindow() {
// Initialize the SDL
if(SDL_Init(SDL_INIT_VIDEO) < 0)
{
cout << "Error while initializing the SDL : " << SDL_GetError() << endl;
SDL_Quit();

return false;
}

// Configure OpenGL

// Use version 3.1
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); // OpenGL 3.x
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); // OpenGL x.1 --> OpenGL 3.1

// Double buffering
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Use double buffering (0 to not use it)
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); // Buffer has a depth of 24 bits

// Make the window
this->window = SDL_CreateWindow(this->windowTitle.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, this->windowWidth, this->windowHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL); // SDL_WINDOW_OPENGL necessary to specify that the window will have an OpenGL context attached to it.

if(this->window == 0) // Initialization failed
{
cout << "Error while creating the window : " << SDL_GetError() << endl;
SDL_Quit();

return false;
}

// Make the OpenGL context given the SDL window
this->OpenGL_Context = SDL_GL_CreateContext(this->window);

// Make sure the creation of the context succeeded. If not the problem is probably that the version of OpenGL isn't supported by the graphics card.
if(this->OpenGL_Context == 0)
{
cout << "Could not create the OpenGL context : " << SDL_GetError() << endl;

SDL_DestroyWindow(window);
SDL_Quit();
return false;
}

return true;
};

在最后几行中显示了错误,因此程序结果为:

无法创建 OpenGL 上下文:在请求的版本中创建 OpenGL 上下文失败

我搜索了很多以找到解决方案并找到了这个: SO topic

所以在上面的代码中我尝试了:

// Configure OpenGL

// Use version 3.1
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); // OpenGL 3.x
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); // OpenGL x.1 --> OpenGL 3.1

// Double buffering
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); // ADDING THIS AVOIDS THAT THE CONTEXT COULD NOT BE CREATED BUT THEN WHEN WE DRAW SOMETHING WE DON'T SEE ANYTHING

SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Use double buffering (0 to not use it)
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); // Buffer has a depth of 24 bits

现在 当我用这个额外的行运行程序时,创建了上下文(没有错误所以 OpenGL_Context != 0)但没有绘制任何东西。我省略了我正在绘制的代码部分,因为它之前有效并且我没有更改任何内容。

有人知道可能是什么问题吗?

PS:我正在使用 Macbook Pro(OS X Yosemite (10.10.4)),我的显卡是 NVIDIA GeForce GT 650M 1024 MB

编辑:我尝试调试绘制三角形的代码,但我真的没有看到错误(主要是因为我真的是 OpenGL 的新手)。在下面你可以找到绘图代码。请注意,我不再初始化 GLEW,因为没有必要(根据评论)。

void OpenGL_Scene::mainLoop() {
bool end = false;

// Make vertices (punten) in a table
// !!! WARNING : Use 1 table for ALL vertices !!! Don't use a separate table for each of the forms, this would slow down the program because you have to send each of the tables to OpenGL !!!

float vertices[] = {-0.5, -0.5, 0.0, 0.5, 0.5, -0.5, // 3 Points for first triangle --> (-0.5, -0.5) , (0.0, 0.5) and (0.5, -0.5) (All in (x, y) --> 2D)
-0.8, -0.8, -0.3, -0.8, -0.8, -0.3}; // 3 Points for second triangle

// Before we start drawing, clear the screen
glClear(GL_COLOR_BUFFER_BIT);

glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(0); // Activate the table we passed to OpenGL using the identifier (index) passed to OpenGL (in this case 0)

// Now that OpenGL knows which vertices it has to display we are going to specify what it has to do with these vertices
glDrawArrays(GL_TRIANGLES, 0, 6); // Draw both triangles

glDisableVertexAttribArray(0); // Because it isn't necessary anymore
SDL_GL_SwapWindow(this->window); // Refresh the screen

while(!end) {
// Listen to events and play with them
SDL_WaitEvent(&this->events); // Will wait for an event and assign it to "events" variable

if(this->events.window.event == SDL_WINDOWEVENT_HIDDEN)
cout << "The user has hidden the window !" << endl;
else if(this->events.window.event == SDL_WINDOWEVENT_CLOSE) {
cout << "The user closed the window !" << endl;

glClear(GL_COLOR_BUFFER_BIT); // Clear the screen
SDL_GL_SwapWindow(this->window); // Refresh the window

end = true;
}
}
// Quitting the SDL and OpenGL properly is done by the destructor
}

所以现在当我执行项目时,首先我创建窗口(这是成功的)然后我调用 mainLoop 过程(从上面)。我使用调试器逐步执行绘图代码,调用了所有程序(glClear,...)但窗口中没有任何显示(它保持黑色)。

最佳答案

我发现了错误。我在初始化 SDL 后初始化 OpenGL,这就是为什么不强制进入“核心配置文件”就无法创建上下文的原因。

“initializeWindow”中的正确顺序是:

// Configure OpenGL

// Use version 3.1
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); // OpenGL 3.x
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); // OpenGL x.1 --> OpenGL 3.1

// Double buffering
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Use double buffering (0 to not use it)
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); // Buffer has a depth of 24 bits

// Initialize the SDL
if(SDL_Init(SDL_INIT_VIDEO) < 0)
{
cout << "Error while initializing the SDL : " << SDL_GetError() << endl;
SDL_Quit();

return false;
}

这样上下文就创建成功了。

关于c++ - 上下文创建失败,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/31538718/

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