我做了一個短代碼,以便使用OpenGL 4.5(GLEW API)以黑色清除SDL2窗口。但是,它只在使用我的英特爾芯片組時才起作用(在這種情況下,應該使用較舊的OpenGL版本)。問題是,如果我使用我的Nvidia GTX 960M,窗口仍然是空白的。也許我忘了寫一些特定於OpenGL 4.5的東西?你有什麼想法嗎?以下是代碼示例:OpenGL 4.5:glClear()不起作用(使用SDL2和GLEW)
DisplayContext::DisplayContext(PropertiesDictionary properties)
{
const string windowTitle = properties.getString("window_title");
const int screenX = properties.getNumber("screen_resolution_x");
const int screenY = properties.getNumber("screen_resolution_y");
const bool isFullscreen = properties.getBoolean("fullscreen");
const int gl_majorVersion = properties.getNumber("gl_major_version");
const int gl_minorVersion = properties.getNumber("gl_minor_version");
const int doublebuffer = properties.getNumber("gl_doublebuffer");
const int depthSize = properties.getNumber("gl_depth_size");
const bool isGlewExperimental = properties.getBoolean("glew_experimental");
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, gl_majorVersion); // 4
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, gl_minorVersion); // 5
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, doublebuffer); // TRUE
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depthSize); // 24
window = SDL_CreateWindow(
windowTitle.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screenX, screenY,
SDL_WINDOW_OPENGL | (isFullscreen ? SDL_WINDOW_FULLSCREEN : NULL));
context = SDL_GL_CreateContext(window);
glewExperimental = isGlewExperimental ? GL_TRUE : GL_FALSE; // TRUE
glewInit();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SDL_GL_SwapWindow(window);
}
檢查SDL和GL返回的錯誤。 –
'glewInit'在兩塊顯卡上都能成功嗎? – SurvivalMachine
@SurvivalMachine glewInit()在GTX960M卡上返回FALSE。它在Intel芯片組上返回TRUE。所以這個錯誤似乎在這裏。但我不明白爲什麼......你認爲我應該使用另一個API嗎? – Ant0nin