[英]OpenGL creating render context fail
我正在用C ++寫一些OpenGL 3程序,現在我的筆記本電腦Lenovo Thinkpad e320(Intel HD Graphics 3000)上有問題。 它可以在我的PC(ATI Radeon HD 5870)上正常工作。
錯誤附近的代碼如下:
bool GLWindowCreate(const char *title, int width, int height, bool fullScreen){
...
g_hRC = wglCreateContextAttribsARB(g_hDC, 0, attribs);
if (!g_hRC || !wglMakeCurrent(g_hDC, g_hRC))
{
LOG_ERROR("Creating render context fail (%d)\n", GetLastError());
return false;
}
...
}
所有編譯正常,我在日志文件中看到此錯誤。
我正在使用Windows 8(在PC和筆記本電腦上)。 筆記本電腦上的圖形卡支持OpenGL3。我發現了一些有關我需要關閉硬件加速的問題的答案,但是在Win 8中似乎沒有辦法做到這一點。
添加:
整個窗口的創建功能:
bool GLWindowCreate(const char *title, int width, int height, bool fullScreen)
{
ASSERT(title);
ASSERT(width > 0);
ASSERT(height > 0);
WNDCLASSEX wcx;
PIXELFORMATDESCRIPTOR pfd;
RECT rect;
HGLRC hRCTemp;
DWORD style, exStyle;
int x, y, format;
memset(&g_window, 0, sizeof(g_window));
memset(&g_input, 0, sizeof(g_input));
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL;
// attributes for OpenGL context
int attribs[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
// timer init
QueryPerformanceFrequency(&g_qpc);
ASSERT(g_qpc.QuadPart > 0);
g_timerFrequency = 1.0 / g_qpc.QuadPart;
g_hInstance = (HINSTANCE)GetModuleHandle(NULL);
memset(&wcx, 0, sizeof(wcx));
wcx.cbSize = sizeof(wcx);
wcx.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wcx.lpfnWndProc = (WNDPROC)GLWindowProc;
wcx.hInstance = g_hInstance;
wcx.lpszClassName = GLWINDOW_CLASS_NAME;
wcx.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcx.hCursor = LoadCursor(NULL, IDC_ARROW);
if (!RegisterClassEx(&wcx))
{
LOG_ERROR("RegisterClassEx fail (%d)\n", GetLastError());
return false;
}
style = WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
exStyle = WS_EX_APPWINDOW;
x = (GetSystemMetrics(SM_CXSCREEN) - width) / 2;
y = (GetSystemMetrics(SM_CYSCREEN) - height) / 2;
rect.left = x;
rect.right = x + width;
rect.top = y;
rect.bottom = y + height;
AdjustWindowRectEx (&rect, style, FALSE, exStyle);
// creating window
g_hWnd = CreateWindowEx(exStyle, GLWINDOW_CLASS_NAME, title, style, rect.left, rect.top,
rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, g_hInstance, NULL);
if (!g_hWnd)
{
LOG_ERROR("CreateWindowEx fail (%d)\n", GetLastError());
return false;
}
// get window descriptor
g_hDC = GetDC(g_hWnd);
if (!g_hDC)
{
LOG_ERROR("GetDC fail (%d)\n", GetLastError());
return false;
}
memset(&pfd, 0, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 24;
// get pixel format
format = ChoosePixelFormat(g_hDC, &pfd);
if (!format || !SetPixelFormat(g_hDC, format, &pfd))
{
LOG_ERROR("Setting pixel format fail (%d)\n", GetLastError());
return false;
}
// creating temp context
// to get wglCreateContextAttribsARB function
hRCTemp = wglCreateContext(g_hDC);
if (!hRCTemp || !wglMakeCurrent(g_hDC, hRCTemp))
{
LOG_ERROR("Сreating temp render context fail (%d)\n", GetLastError());
return false;
}
OPENGL_GET_PROC(PFNWGLCREATECONTEXTATTRIBSARBPROC, wglCreateContextAttribsARB);
// delete temp context
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRCTemp);
// creating OpenGL 3 context
g_hRC = wglCreateContextAttribsARB(g_hDC, 0, attribs);
if (!g_hRC || !wglMakeCurrent(g_hDC, g_hRC))
{
LOG_ERROR("Creating render context fail (%d)\n", GetLastError());
return false;
}
int major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
LOG_DEBUG("OpenGL render context information:\n"
" Renderer : %s\n"
" Vendor : %s\n"
" Version : %s\n"
" GLSL version : %s\n"
" OpenGL version : %d.%d\n",
(const char*)glGetString(GL_RENDERER),
(const char*)glGetString(GL_VENDOR),
(const char*)glGetString(GL_VERSION),
(const char*)glGetString(GL_SHADING_LANGUAGE_VERSION),
major, minor
);
if (!OpenGLInitExtensions())
return false;
GLWindowSetSize(width, height, fullScreen);
return true;
}
我不小心找到了決定。 問題在那里:
int attribs[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
英特爾高清顯卡3000僅支持OpenGL 3.1,而不支持3.3,因此我不得不更改
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
至
WGL_CONTEXT_MINOR_VERSION_ARB, 1,
謝謝大家,很抱歉擔心,希望我的問題解決方案可以幫助某人
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