Macos OpenGL 3.2不能在mac os x上使用GLFW,无法绘制任何内容

Macos OpenGL 3.2不能在mac os x上使用GLFW,无法绘制任何内容,macos,opengl,glfw,Macos,Opengl,Glfw,我正在使用GLFW和GLEW建立一个OpenGL3.2Xcode项目。我已经将GLFW include路径添加到头路径中,并将libglfw.a添加到项目中。我还添加了cocoa和OpenGL框架。然后我尝试使用以下示例代码: main.cpp: #include <stdio.h> #include <string.h> #include <GL/glew.h> #include <GL/glfw.h> #include "math3d.h"

我正在使用GLFW和GLEW建立一个OpenGL3.2Xcode项目。我已经将GLFW include路径添加到头路径中,并将libglfw.a添加到项目中。我还添加了cocoa和OpenGL框架。然后我尝试使用以下示例代码:

main.cpp:

#include <stdio.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/glfw.h>
#include "math3d.h"

GLuint VBO;


static const char* pVS = "                                                    \n\
#version 150                                                                  \n\
\n\
layout (location = 0) in vec3 Position;                                       \n\
\n\
void main()                                                                   \n\
{                                                                             \n\
gl_Position = vec4(0.5 * Position.x, 0.5 * Position.y, Position.z, 1.0);  \n\
}";

static const char* pFS = "                                                    \n\
#version 150                                                                  \n\
\n\
out vec4 FragColor;                                                           \n\
\n\
void main()                                                                   \n\
{                                                                             \n\
FragColor = vec4(1.0, 0.0, 0.0, 1.0);                                     \n\
}";

static void RenderScene()
{
    glClear(GL_COLOR_BUFFER_BIT);

    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

    glDrawArrays(GL_TRIANGLES, 0, 3);

    glDisableVertexAttribArray(0);
    glfwSwapBuffers();
}



static void CreateVertexBuffer()
{
    Vector3f Vertices[3];
    Vertices[0] = Vector3f(-1.0f, -1.0f, 0.0f);
    Vertices[1] = Vector3f(1.0f, -1.0f, 0.0f);
    Vertices[2] = Vector3f(0.0f, 1.0f, 0.0f);

    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
}

static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
{
    GLuint ShaderObj = glCreateShader(ShaderType);

    if (ShaderObj == 0) {
        fprintf(stderr, "Error creating shader type %d\n", ShaderType);
        return ;
    }

    const GLchar* p[1];
    p[0] = pShaderText;
    GLint Lengths[1];
    Lengths[0]= strlen(pShaderText);
    glShaderSource(ShaderObj, 1, p, Lengths);
    glCompileShader(ShaderObj);
    GLint success;
    glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
    if (!success) {
        GLchar InfoLog[1024];
        glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
        fprintf(stderr, "Error compiling shader type %d: '%s'\n", ShaderType, InfoLog);
        return;
    }

    glAttachShader(ShaderProgram, ShaderObj);
}

static void CompileShaders()
{
    GLuint ShaderProgram = glCreateProgram();

    if (ShaderProgram == 0) {
        fprintf(stderr, "Error creating shader program\n");
        return;
    }

    AddShader(ShaderProgram, pVS, GL_VERTEX_SHADER);
    AddShader(ShaderProgram, pFS, GL_FRAGMENT_SHADER);

    GLint Success = 0;
    GLchar ErrorLog[1024] = { 0 };

    glLinkProgram(ShaderProgram);
    glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
    if (Success == 0) {
        glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
        fprintf(stderr, "Error linking shader program: '%s'\n", ErrorLog);
        return;
    }

    glValidateProgram(ShaderProgram);
    glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
    if (!Success) {
        glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
        fprintf(stderr, "Invalid shader program: '%s'\n", ErrorLog);
        return;
    }

    glUseProgram(ShaderProgram);
}

int main(int argc, char** argv)
{
    glfwInit();
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
    glfwOpenWindow(600, 600, 0, 0, 0, 0, 0, 0, GLFW_WINDOW);

    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        /* Problem: glewInit failed, something is seriously wrong. */
        fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
    }


    CreateVertexBuffer();

    CompileShaders();
    glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
   while (1)
   {
       RenderScene();
   }

    return 0;
}

但是什么也没画,我只有一扇黄色的窗户。知道为什么会这样吗?我正在使用安装了osx lion的mac book pro一年左右的版本

作为初学者,您可以尝试使用glGetError进行错误检查吗?好的,在glewInit调用之后,以及在CreateVertexBuffer、CompileShader和RenderScene之后,我得到了GL_INVALID_ENUM错误。我还没有确切地跟踪函数中哪些函数调用会导致错误,我认为任何OpenGL扩展函数调用都会导致错误。glewInit导致GL_INVALID_枚举,但它不返回错误,这是一种隔阂。我读到glewInit在opengl 3.2+上下文中生成GL_INVALID_枚举,并且在调用它之前需要指定glewExperimental=true,但我已经尝试过这样做,并且错误一直存在。我已经看到,在指定glewExperimental=true之后,我仍然得到GL_INVALID_枚举,但我不再在CreateVertexBuffer和CompileShader上得到错误,而是在GlenableVertexAttributeArray上得到GL_INVALID_操作,glDrawArrays和glDisableVertexAttribArrayYou确定该错误直接发生在enablevertexattrib之后?医生说只有在glBegin和glEnd之间才能发生这种情况,我在任何地方都看不到。文档可能不准确,但只是想确认一下。
#ifndef GLFWTest_math3d_h
#define GLFWTest_math3d_h

struct Vector3f
{
    float x;
    float y;
    float z;

    Vector3f()
    {
    }

    Vector3f(float _x, float _y, float _z)
    {
        x = _x;
        y = _y;
        z = _z;
    }
};
#endif