C++ 未使用GLFW在OpenGL中绘制三角形
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
#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