在OSX Lion上使用OpenGL 3.2与Derelict3和GLFW 3

bjz*_*bjz 3 opengl d glfw opengl-3 osx-lion

我使用Derelict3和GLFW 3在使用Lion(osx 10.7.4)上运行OpenGL 3.2时遇到了麻烦.

这是我的测试程序:

module glfw3Test;

import std.stdio, std.conv;
import derelict.glfw3.glfw3;
import derelict.opengl3.gl3;

string programName = "glfw3Test";
int width = 640;
int height = 480;

GLFWwindow window;

void main() {
    // load opengl
    DerelictGL3.load();
    // load GLFW
    DerelictGLFW3.load();

    if(!glfwInit()) {
        glfwTerminate();
        throw new Exception("Failed to create glcontext");
    }

    writefln("GLFW:     %s", to!string(glfwGetVersionString()));

    window = glfwOpenWindow(width, height, GLFW_WINDOWED, programName.ptr, null);
    if(!window) {
        glfwTerminate();
        throw new Exception("Failed to create window");
    }

    // Request opengl 3.2 context
    // based off the GLFW FAQ: http://www.glfw.org/faq.html#4_2
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    DerelictGL3.reload();

    // Print OpenGL and GLSL version
    writefln("Vendor:   %s",   to!string(glGetString(GL_VENDOR)));
    writefln("Renderer: %s",   to!string(glGetString(GL_RENDERER)));
    writefln("Version:  %s",   to!string(glGetString(GL_VERSION)));
    writefln("GLSL:     %s\n", to!string(glGetString(GL_SHADING_LANGUAGE_VERSION)));
}
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我得到这个输出:

GLFW:     3.0.0 dynamic
Vendor:   NVIDIA Corporation
Renderer: NVIDIA GeForce 9400M OpenGL Engine
Version:  2.1 NVIDIA-7.18.18
GLSL:     1.20
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我已经检查了,看来我的显卡应该支持OpenGL 3.3.

bjz*_*bjz 5

我所要做的就是调用之前指定一些窗口提示glfwOpenWindow:

...

glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

window = glfwOpenWindow(width, height, GLFW_WINDOWED, programName.ptr, null);

...
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