问题描述
我想上手GLFW Debian的,我已经试过编译并运行一个例子程序,但它拒绝运行。一对夫妇的printf语句的帮助下,我发现,当程序试图打开它没有一个GLFW窗口,然后退出 - 但我不知道为什么。任何帮助将是惊人的。
的#include<&stdlib.h中GT; //对于malloc()函数等。
#包括LT&;&stdio.h中GT; //像printf(),fopen()函数等。
#包括LT&;&math.h中GT; //因为罪(),COS()等。
#包括LT&; GL / glfw.h> //对于GLFW,OpenGL和GLU
// ------------------------------------------------ ----------------------
//绘制() - 主OpenGL绘图被称为每一帧功能
// ------------------------------------------------ ----------------------void绘制(无效)
{
INT宽度,高度; //窗口尺寸
成对的东西; //时间(秒)
时int k; //循环计数器 //获取当前时间
T = glfwGetTime(); //获取窗口大小
glfwGetWindowSize(安培;宽度和放大器;高度); //确保高度是非零,以避免被零除
高度=身高< 1? 1:高度; //设置视
glViewport(0,0,宽度,高度); //清除颜色和depht缓冲区
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //设置投影矩阵
glMatrixMode(GL_PROJECTION); //选择投影矩阵
glLoadIdentity(); //与单位矩阵开始
gluPerspective(//设置透视图
65.0,//视场角= 65度
(双)宽/(双)高度,//窗口宽高比(假定方形像素)
1.0,//近端Z剪切平面
100.0 //远端Z clippling飞机
); //设置模型视图矩阵
glMatrixMode(GL_MODELVIEW); //选择模型视图矩阵
glLoadIdentity(); //与单位矩阵开始
gluLookAt(//设置相机的位置和方向
0.0,0.0,10.0,//摄像机的位置(X,Y,Z)
0.0,0.0,0.0,//浏览点(x,y,z)
0.0,1.0,0.0 //向上矢量(X,Y,Z)
);
// ****画点的圆***//保存当前的模型视图矩阵堆栈上
glPushMatrix();//翻译(移动)的点到显示的左上角
的glTranslatef(-4.0f,3.0F,0.0);//绕z轴和x轴的分
glRotatef(35.0f *(浮点)T,0.0,0.0,1.0F);
glRotatef(60.0f *(浮点)T,1.0F,0.0,0.0);//现在绘制点 - 我们使用一个for循环来构建一个圆
glColor3f(1.0F,1.0F,1.0F);
在glBegin(GL_POINTS);
对于(K = 0; K< 20; k ++)
{
glVertex3f(2.0F *(浮点)COS(0.31416 *(双)K)
2.0F *(浮点)罪(0.31416 *(双)K)
0.0);
}
glEnd();//恢复模型视图矩阵
glPopMatrix();
// ****画线的圆***//保存当前的模型视图矩阵堆栈上
glPushMatrix();//翻译(移动)的线到显示屏的右上
的glTranslatef(4.0F,3.0F,0.0);//绕z轴和x轴的分
glRotatef(45.0f *(浮点)T,0.0,0.0,1.0F);
glRotatef(55.0f *(浮点)T,1.0F,0.0,0.0);//现在绘制线条 - 我们使用一个for循环来构建一个圆
在glBegin(GL_LINE_LOOP);
对于(K = 0; K< 20; k ++)
{
glColor3f(1.0F,0.05f *(浮点)K,0.0);
glVertex3f(2.0F *(浮点)COS(0.31416 *(双)K)
2.0F *(浮点)罪(0.31416 *(双)K)
0.0);
}
glEnd();//恢复模型视图矩阵
glPopMatrix();
// ****使用trinagles绘制盘***//保存当前的模型视图矩阵堆栈上
glPushMatrix();//翻译(移动)的三角形到显示器的左下角
的glTranslatef(-4.0f,-3.0f,0.0);//绕z轴和x轴的三角形
glRotatef(25.0f *(浮点)T,0.0,0.0,1.0F);
glRotatef(75.0f *(浮点)T,1.0F,0.0,0.0);//现在绘制三角形 - 我们使用一个for循环来构建一个盘
//由于我们正在建设一个三角形扇,我们还指定第一
//顶点为盘的中心点。
在glBegin(GL_TRIANGLE_FAN);
glColor3f(0.0,0.5F,1.0F);
glVertex3f(0.0,0.0,0.0);
对于(K = 0; K< 21; k ++)
{
glColor3f(0.0,0.05f *(浮点)K,1.0F);
glVertex3f(2.0F *(浮点)COS(0.31416 *(双)K)
2.0F *(浮点)罪(0.31416 *(双)K)
0.0);
}
glEnd();//恢复模型视图矩阵
glPopMatrix();
// ****使用多边形绘图光盘***//保存当前的模型视图矩阵堆栈上
glPushMatrix();//翻译(移动)的多边形到显示器的右下角
的glTranslatef(4.0F,-3.0f,0.0);//绕z轴和x轴的多边形
glRotatef(65.0f *(浮点)T,0.0,0.0,1.0F);
glRotatef(-35.0f *(浮点)T,1.0F,0.0,0.0);//现在绘制多边形 - 我们使用一个for循环来构建一个盘
在glBegin(GL_POLYGON);
对于(K = 0; K< 20; k ++)
{
glColor3f(1.0F,0.0,0.05f *(浮点)K);
glVertex3f(2.0F *(浮点)COS(0.31416 *(双)K)
2.0F *(浮点)罪(0.31416 *(双)K)
0.0);
}
glEnd();//恢复模型视图矩阵
glPopMatrix();
// ****绘制一个四***//保存当前的模型视图矩阵堆栈上
glPushMatrix();//绕y轴的四
glRotatef(60.0f *(浮点)T,0.0,1.0F,0.0);//现在绘制的四
在glBegin(GL_QUADS);
glColor3f(1.0F,0.0,0.0);
glVertex3f(-1.5f,-1.5f,0.0);
glColor3f(1.0F,1.0F,0.0);
glVertex3f(1.5F,-1.5f,0.0);
glColor3f(1.0F,0.0,1.0F);
glVertex3f(1.5F,1.5F,0.0);
glColor3f(0.0,0.0,1.0F);
glVertex3f(-1.5f,1.5F,0.0);
glEnd();//恢复模型视图矩阵
glPopMatrix();
}
// ------------------------------------------------ ----------------------
//主() - 程序入口点
// ------------------------------------------------ ----------------------INT主(INT ARGC,字符** argv的)
{
诠释OK; //标志告诉如果窗口打开
诠释运行; //标志,如果在程序运行告诉//初始化GLFW
glfwInit();
//打开窗口
OK = glfwOpenWindow(
100,100,//宽度和窗口的高度
8,8,8,//的色缓冲器的红色,绿色和蓝色的比特数
8,//用于阿尔法缓冲的位数
24,//用于深度缓冲的位数(Z缓冲)
0,//为模板缓存的位数
GLFW_WINDOW //我们希望有一个桌面窗口(可能是GLFW_FULLSCREEN)
); 的printf(这里);
//如果我们不能打开一个窗口,现在退出
如果(OK!)
{
glfwTerminate();
返回0;
}
的printf(不在这里);
//设置窗口标题
glfwSetWindowTitle(我的OpenGL程序);//启用粘滞键
glfwEnable(GLFW_STICKY_KEYS);//主渲染循环
做
{
//调用我们呈现函数
画(); //交换前后缓冲区(我们使用双缓冲显示)
glfwSwapBuffers(); //检查逃生关键是pressed,或者如果窗口被关闭
运行= glfwGetKey(GLFW_KEY_ESC)及!&安培;
glfwGetWindowParam(GLFW_OPENED);
}
而(运行);//终止GLFW
glfwTerminate();//退出程序
返回0;
}
您确信这是glfwOpenWindow那是失败的?我不知道为什么,可能是,也许你正在使用过多位为你的Z缓冲区?这是我能想到的唯一的东西。
试试这个
GLFWvidmode DVM;
glfwGetDesktopMode(安培; DVM);
glfwOpenWindow(winWidth,winHeight,dvm.RedBits,dvm.GreenBits,dvm.BlueBits,0,0,0,GLFW_WINDOW);
,看看它是否仍然失败。
I'm trying to get started with GLFW on Debian, I've tried compiling and running an example program but it refuses to run. With the help of a couple of printf statements I've found that when the program tries to open a GLFW window it fails, then exits - but I don't know why. Any help would be amazing.
#include <stdlib.h> // For malloc() etc.
#include <stdio.h> // For printf(), fopen() etc.
#include <math.h> // For sin(), cos() etc.
#include <GL/glfw.h> // For GLFW, OpenGL and GLU
//----------------------------------------------------------------------
// Draw() - Main OpenGL drawing function that is called each frame
//----------------------------------------------------------------------
void Draw( void )
{
int width, height; // Window dimensions
double t; // Time (in seconds)
int k; // Loop counter
// Get current time
t = glfwGetTime();
// Get window size
glfwGetWindowSize( &width, &height );
// Make sure that height is non-zero to avoid division by zero
height = height < 1 ? 1 : height;
// Set viewport
glViewport( 0, 0, width, height );
// Clear color and depht buffers
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Set up projection matrix
glMatrixMode( GL_PROJECTION ); // Select projection matrix
glLoadIdentity(); // Start with an identity matrix
gluPerspective( // Set perspective view
65.0, // Field of view = 65 degrees
(double)width/(double)height, // Window aspect (assumes square pixels)
1.0, // Near Z clipping plane
100.0 // Far Z clippling plane
);
// Set up modelview matrix
glMatrixMode( GL_MODELVIEW ); // Select modelview matrix
glLoadIdentity(); // Start with an identity matrix
gluLookAt( // Set camera position and orientation
0.0, 0.0, 10.0, // Camera position (x,y,z)
0.0, 0.0, 0.0, // View point (x,y,z)
0.0, 1.0, 0.0 // Up-vector (x,y,z)
);
// **** Draw a circle of points ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Translate (move) the points to the upper left of the display
glTranslatef( -4.0f, 3.0f, 0.0f );
// Rotate the points about the z-axis and the x-axis
glRotatef( 35.0f * (float)t, 0.0f, 0.0f, 1.0f );
glRotatef( 60.0f * (float)t, 1.0f, 0.0f, 0.0f );
// Now draw the points - we use a for-loop to build a circle
glColor3f( 1.0f, 1.0f, 1.0f );
glBegin( GL_POINTS );
for( k = 0; k < 20; k ++ )
{
glVertex3f( 2.0f * (float)cos( 0.31416 * (double)k ),
2.0f * (float)sin( 0.31416 * (double)k ),
0.0f );
}
glEnd();
// Restore modelview matrix
glPopMatrix();
// **** Draw a circle of lines ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Translate (move) the lines to the upper right of the display
glTranslatef( 4.0f, 3.0f, 0.0f );
// Rotate the points about the z-axis and the x-axis
glRotatef( 45.0f * (float)t, 0.0f, 0.0f, 1.0f );
glRotatef( 55.0f * (float)t, 1.0f, 0.0f, 0.0f );
// Now draw the lines - we use a for-loop to build a circle
glBegin( GL_LINE_LOOP );
for( k = 0; k < 20; k ++ )
{
glColor3f( 1.0f, 0.05f * (float)k, 0.0f );
glVertex3f( 2.0f * (float)cos( 0.31416 * (double)k ),
2.0f * (float)sin( 0.31416 * (double)k ),
0.0f );
}
glEnd();
// Restore modelview matrix
glPopMatrix();
// **** Draw a disc using trinagles ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Translate (move) the triangles to the lower left of the display
glTranslatef( -4.0f, -3.0f, 0.0f );
// Rotate the triangles about the z-axis and the x-axis
glRotatef( 25.0f * (float)t, 0.0f, 0.0f, 1.0f );
glRotatef( 75.0f * (float)t, 1.0f, 0.0f, 0.0f );
// Now draw the triangles - we use a for-loop to build a disc
// Since we are building a triangle fan, we also specify a first
// vertex for the centre point of the disc.
glBegin( GL_TRIANGLE_FAN );
glColor3f( 0.0f, 0.5f, 1.0f );
glVertex3f( 0.0f, 0.0f, 0.0f );
for( k = 0; k < 21; k ++ )
{
glColor3f( 0.0f, 0.05f * (float)k, 1.0f );
glVertex3f( 2.0f * (float)cos( 0.31416 * (double)k ),
2.0f * (float)sin( 0.31416 * (double)k ),
0.0f );
}
glEnd();
// Restore modelview matrix
glPopMatrix();
// **** Draw a disc using a polygon ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Translate (move) the polygon to the lower right of the display
glTranslatef( 4.0f, -3.0f, 0.0f );
// Rotate the polygon about the z-axis and the x-axis
glRotatef( 65.0f * (float)t, 0.0f, 0.0f, 1.0f );
glRotatef( -35.0f * (float)t, 1.0f, 0.0f, 0.0f );
// Now draw the polygon - we use a for-loop to build a disc
glBegin( GL_POLYGON );
for( k = 0; k < 20; k ++ )
{
glColor3f( 1.0f, 0.0f, 0.05f * (float)k );
glVertex3f( 2.0f * (float)cos( 0.31416 * (double)k ),
2.0f * (float)sin( 0.31416 * (double)k ),
0.0f );
}
glEnd();
// Restore modelview matrix
glPopMatrix();
// **** Draw a single quad ***
// Save the current modelview matrix on the stack
glPushMatrix();
// Rotate the quad about the y-axis
glRotatef( 60.0f * (float)t, 0.0f, 1.0f, 0.0f );
// Now draw the quad
glBegin( GL_QUADS );
glColor3f( 1.0f, 0.0f, 0.0f );
glVertex3f( -1.5f, -1.5f, 0.0f );
glColor3f( 1.0f, 1.0f, 0.0f );
glVertex3f( 1.5f, -1.5f, 0.0f );
glColor3f( 1.0f, 0.0f, 1.0f );
glVertex3f( 1.5f, 1.5f, 0.0f );
glColor3f( 0.0f, 0.0f, 1.0f );
glVertex3f( -1.5f, 1.5f, 0.0f );
glEnd();
// Restore modelview matrix
glPopMatrix();
}
//----------------------------------------------------------------------
// main() - Program entry point
//----------------------------------------------------------------------
int main( int argc, char **argv )
{
int ok; // Flag telling if the window was opened
int running; // Flag telling if the program is running
// Initialize GLFW
glfwInit();
// Open window
ok = glfwOpenWindow(
100, 100, // Width and height of window
8, 8, 8, // Number of red, green, and blue bits for color buffer
8, // Number of bits for alpha buffer
24, // Number of bits for depth buffer (Z-buffer)
0, // Number of bits for stencil buffer
GLFW_WINDOW // We want a desktop window (could be GLFW_FULLSCREEN)
);
printf("here");
// If we could not open a window, exit now
if( !ok )
{
glfwTerminate();
return 0;
}
printf("not here");
// Set window title
glfwSetWindowTitle( "My OpenGL program" );
// Enable sticky keys
glfwEnable( GLFW_STICKY_KEYS );
// Main rendering loop
do
{
// Call our rendering function
Draw();
// Swap front and back buffers (we use a double buffered display)
glfwSwapBuffers();
// Check if the escape key was pressed, or if the window was closed
running = !glfwGetKey( GLFW_KEY_ESC ) &&
glfwGetWindowParam( GLFW_OPENED );
}
while( running );
// Terminate GLFW
glfwTerminate();
// Exit program
return 0;
}
You're sure it's glfwOpenWindow that's failing? I don't know why that might be, perhaps you're using too many bits for your z-buffer? That's the only thing I can think of.
Try this
GLFWvidmode dvm;
glfwGetDesktopMode(&dvm);
glfwOpenWindow(winWidth, winHeight, dvm.RedBits, dvm.GreenBits, dvm.BlueBits, 0, 0, 0, GLFW_WINDOW);
And see if it still fails.
这篇关于Ç - GLFW窗口不在Debian上打开的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!