我使用的是 Mac 操作系统 (10.9.3)。我可以根据要求创建一个窗口+上下文,它是 3.3 上下文。但是,一旦我创建了渲染器,SDL 就会告诉我渲染器无效。除此之外,我可以使用渲染器来绘制和复制纹理。但创建渲染器似乎也将 OpenGL 上下文更改为 2.1 配置文件:(
有办法防止这种情况吗?
[编辑]
SDL2 和glew 作为静态库链接。glewExperimental 未设置为 GL_TRUE。
C++源码:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
h_main_window = SDL_CreateWindow(
title.c_str(),
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
width,
height,
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
)
SDL_GL_CreateContext(h_main_window)
glewInit()
std::cout << "gl_renderer:" << glGetString(GL_RENDERER) << std::endl;
std::cout << "gl_context: " << glGetString(GL_VERSION) << std::endl;
std::cout << "gl_shading_lang_version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
SDL_CreateRenderer(
h_main_window,
-1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE
)
std::cout << "gl_renderer:" …Run Code Online (Sandbox Code Playgroud)