C++ 未使用GLFW在OpenGL中绘制三角形

C++ 未使用GLFW在OpenGL中绘制三角形,c++,macos,opengl,glfw,C++,Macos,Opengl,Glfw,我做了所有的事情,但是三角形没有显示出来。本教程是针对Windows完成的,但我使用的是Mavericks。有人能告诉我代码里有什么错误吗 #include "GL/glew.h" #define GLFW_DLL #include "GLFW/glfw3.h" #include <iostream> int main( void ) { if (!glfwInit()) { fprintf(stderr, "ERROR: could not start G

我做了所有的事情,但是三角形没有显示出来。本教程是针对Windows完成的,但我使用的是Mavericks。有人能告诉我代码里有什么错误吗

#include "GL/glew.h"
#define GLFW_DLL
#include "GLFW/glfw3.h"
#include <iostream>

int main( void )
{
    if (!glfwInit()) {
        fprintf(stderr, "ERROR: could not start GLFW3\n");
        return 1;
    }

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    GLFWwindow* window = glfwCreateWindow(640, 480, "Hello Triangle", NULL, NULL);
    if (!window) {
        fprintf(stderr, "ERROR: could not open window with GLFW3\n");
        glfwTerminate();
        return 1;
    }
    glfwMakeContextCurrent (window);

    glewExperimental = GL_TRUE;
    glewInit ();

    const GLubyte* renderer = glGetString(GL_RENDERER);
    const GLubyte* version = glGetString(GL_VERSION);
    printf("Renderer: %s\n", renderer);
    printf("OpenGL version supported %s\n", version);

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    float points[] = {
        0.0f,  0.5f,  0.0f,
        0.5f, -0.5f,  0.0f,
        -0.5f, -0.5f,  0.0f
    };

    GLuint vbo = 0;
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), points, GL_STATIC_DRAW);

    GLuint vao = 0;
//  glGenVertexArrays(1, &vao);
    glGenVertexArraysAPPLE(1, &vao);
    glBindVertexArray(vao);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);

    const char* vertex_shader =
        "#version 400\n"
        "in vec3 vp;"
        "void main () {"
        "  gl_Position = vec4 (vp, 1.0);"
        "}";

    const char* fragment_shader =
        "#version 400\n"
        "out vec4 frag_colour;"
        "void main () {"
        "  frag_colour = vec4 (0.5, 0.0, 0.5, 1.0);"
        "}";

    GLuint vs = 0;
    glShaderSource(vs, 1, &vertex_shader, NULL);
    glCompileShader(vs);

    GLuint fs = 0;
    glShaderSource(fs, 1, &fragment_shader, NULL);
    glCompileShader(fs);

    GLuint shader_programme = glCreateProgram();
    glAttachShader(shader_programme, vs);
    glAttachShader(shader_programme, fs);
    glLinkProgram(shader_programme);

    while (!glfwWindowShouldClose(window)) {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glUseProgram(shader_programme);
//      glBindVertexArray(vao);
        glBindVertexArrayAPPLE(vao);
        glDrawArrays(GL_TRIANGLES, 0, 3);
        glfwPollEvents();
        glfwSwapBuffers(window);
    }

    glfwTerminate();
    return 0;
}

为什么要混合-'n-matching
APPLE\u vertex\u array\u object
VAOs和常规核心VAOs?最后一个值是否意味着为空?glvertexattributepointer(0,3,GL_FLOAT,GL_FALSE,0,NULL);?从不创建着色器对象。你需要几个
glCreateShader()
调用。谢谢大家,我不知怎么错过了
glCreateShader()
,应该使用普通顶点数组绑定,而不是苹果的特定绑定。所以它现在起作用了!
Renderer: NVIDIA GeForce GT 750M OpenGL Engine
OpenGL version supported 4.1 NVIDIA-8.26.28 310.40.55b01