2012-02-01 92 views
0

我試圖改變* SDL_opengl *中的累積緩衝區顏色組件的大小,但SetAttribute命令似乎沒有做任何事情。這是我正在使用的代碼。
(爲了減少代碼量,我只處理紅色成分在這裏,但在實際的代碼中,我通過所有4種成分的顏色都和積累緩衝器和效果是一樣的)SDL_GL_SetAttribute不設置顏色大小

#include <iostream> 
#include <SDL/SDL.h> 
#include <SDL/SDL_opengl.h> 

int main(int argc, char *argv[]) 
{ 
    //Initialize all SDL subsystems 
    if(SDL_Init(SDL_INIT_EVERYTHING) < 0)std::cout << "SDL ERROR!"; 

    // Try to Set the BitSize, while checking for errors 
    int BitSize = 1; //This number never makes a difference!! 
    int ErrorCode = 0; 
    ErrorCode += SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) // This one WORKS 
     + SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, BitSize) // These ones DON'T 
     + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, BitSize) 
     ; 

    if(ErrorCode < 0)std::cout << "SDL ERROR!"; 

    // Create the Window 
    int w = 1000, h = 700; 
    int bpp = 32; 

    SDL_Surface* Screen = SDL_SetVideoMode(w, h, bpp, SDL_OPENGL | 
    SDL_NOFRAME | 
    SDL_DOUBLEBUF); 

    if(!Screen)std::cout << "SDL ERROR!"; 


    // Check if BitSize's are correct (they are not) 
    // I'm using glGetInteger, but SDL_GL_GetAttribute yields the same output. 
    glGetIntegerv(GL_ACCUM_RED_BITS, &BitSize); 
    std::cout << "AccumBuffer color component size in bits is " << BitSize << "\n"; 

    glGetIntegerv(GL_RED_BITS, &BitSize); 
    std::cout << "ColorBuffer color component size in bits is " << BitSize << "\n"; 

    ErrorCode = SDL_GL_GetAttribute(SDL_GL_BUFFER_SIZE, &BitSize); 
    std::cout << "FrameBuffer BitSize is " << BitSize << "\n"; 

    if(ErrorCode < 0)std::cout << "SDL ERROR!"; 
    if(glGetError() != GL_NO_ERROR)std::cout << "GL ERROR"; 

    return 0; 
} 

編譯沒有問題,始終輸出以下:

AccumBuffer color component size in bits is 16 
ColorBuffer color component size in bits is 8 
FrameBuffer Bit Size is 32 

不管我了BitSize變量設置爲。這就像SDL_GL_SetAttribute(SDL_GL_*_SIZE, int)沒有任何效果。我可以理解,顏色緩衝區組件可能被限制爲8位,因爲我用32 bpp初始化窗口。但是,我不應該能夠編輯累積緩衝區的顏色分辨率嗎?

回答

2

您設置的屬性值只是您期望的最小值的請求,但是給出更大的值是完全有效的。

順便說一句:積累緩衝區可能不是硬件加速,除非你有專業級的GPU(FireGL,Quadro)。改爲使用Framebuffer對象。

2

累積緩衝區的位深度也受限於GPU支持的內容,在您的情況下,它看起來您的GPU只支持每個組件累加緩衝區16位。