本文介绍了在Intel HD 3000上正确的OpenGL初始化是什么?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧! 问题描述 我在东芝笔记本(操作系统Win7 x32,lang C ++) 上遇到了 Intel graphics HD 3000 古典单一上下文 OpenGL 应用程式运作正常,但在单一应用程式中的多个 OpenGL 上下文中会产生奇怪的行为: 在我的应用程式的旧版本上,Intel驱动程式无法建立第二个翻译上下文。 > 现在我可以创建第二个渲染上下文,但是在发布之后(使用后) /关闭窗口)驱动程序不能创建任何下一个渲染上下文。这已经测试了多个应用程序,并且行为相同的所有的时间。我想通过让第二个上下文在任何时候活动,但它不工作(不知何故渲染上下文无效英特尔)。为了清楚起见,第二个 OpenGL 呈现上下文用于打开/保存对话框(预览子窗口)。 驱动程式资讯: HD Graphics 3000 OpenGL ver:3.1.0 - Build 9.17.10.2932 Init和退出OpenGL代码(从我的 OpenGL 引擎): -------------------------------------------------- --------------------------- int OpenGLscreen :: init(void * f,int textures) { if(_init)exit(); frm =(formtype *)f; hdc = GetDC(frm-> Handle); //获取设备上下文 int i; if(!_used) { int i,_pfid = -1,_zbit = 0; PIXELFORMATDESCRIPTOR _pfd; #define pfd_test i = ChoosePixelFormat(hdc,& pfd); DescribePixelFormat(hdc,i,sizeof(_pfd),& _pfd); if(_zbit pfd.cColorBits = 32; pfd.cDepthBits = 32; pfd_test; pfd.cColorBits = 24; pfd.cDepthBits = 32; pfd_test; pfd.cColorBits = 16; pfd.cDepthBits = 32; pfd_test; pfd.cColorBits = 32; pfd.cDepthBits = 24; pfd_test; pfd.cColorBits = 24; pfd.cDepthBits = 24; pfd_test; pfd.cColorBits = 16; pfd.cDepthBits = 24; pfd_test; pfd.cColorBits = 32; pfd.cDepthBits = 16; pfd_test; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd_test; pfd.cColorBits = 16; pfd.cDepthBits = 16; pfd_test; #undef pfd_test pfd.cDepthBits = _zbit; // iba koli warningu DescribePixelFormat(hdc,_pfid,sizeof(pfd),& pfd); pfid = ChoosePixelFormat(hdc,& pfd); SetPixelFormat(hdc,pfid,& pfd); DescribePixelFormat(hdc,pfid,sizeof(pfd),& pfd); znum = 1<<(pfd.cDepthBits-1); } //创建当前渲染上下文 hrc = wglCreateContext(hdc); if(hrc == NULL) { ShowMessage(无法初始化OpenGL渲染上下文!!! _init = 0; return 0; } if(wglMakeCurrent(hdc,hrc)== false) { ShowMessage(Could not make current OpenGL Rendering context !!! wglDeleteContext(hrc); // destroy rendering context _init = 0; return 0; } if(!_used)glewInit(); _init = 1; _used = 1; resize(0,0128,128); // glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); // glFrontFace(GL_CCW); // predna strana je proti smeru hod。 ruciciek // glEnable(GL_CULL_FACE); // vynechavaj odvratene steny // glEnable(GL_TEXTURE_2D); // pouzivaj textury,farbu pouzivaj z textury // glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL); // glEnable(GL_BLEND); // priehladnost // glBlendFunc(GL_SRC_ALPHA,GL_DST_ALPHA); / * glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); GLdouble MaterialAmbient [] = {0.25,0.25,0.25,1.00}; GLdouble MaterialDiffuse [] = {0.25,0.25,0.25,1.00}; GLdouble MaterialSpecular [] = {0.50,0.50,0.50,1.00}; GLdouble MaterialShininess [] = {15.0}; // 0-ufocused,128 max focus glMaterialfv(GL_FRONT,GL_AMBIENT,MaterialAmbient); glMaterialfv(GL_FRONT,GL_DIFFUSE,MaterialDiffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,MaterialSpecular); glMaterialfv(GL_FRONT,GL_SHININESS,MaterialShininess); glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE); GLdouble LightPosition [] = {0.00,0.00,0.00,0.0}; GLdouble LightAmbient [] = {0.10,0.10,0.10,1.0}; GLdouble LightDiffuse [] = {0.20,0.20,0.20,1.0}; GLdouble LightSpecular [] = {1.00,1.00,1.00,1.0}; glLightfv(GL_LIGHT0,GL_AMBIENT,LightAmbient); glLightfv(GL_LIGHT0,GL_DIFFUSE,LightDiffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,LightSpecular); glLightfv(GL_LIGHT0,GL_POSITION,LightPosition); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,LightAmbient); * / glEnable(GL_DEPTH_TEST); // Zbuf glShadeModel(GL_SMOOTH); // gourard shading glClearColor(0.0f,0.0f,0.0f,1.0f); // background color glDepthFunc(GL_LEQUAL); const GLubyte * p; char a; // get extensions list extensions =; #define ext_add if((extensions!=)&&(extensions [extensions.Length()]!=''))extensions + =''; for(i = 0 ;; i ++){a = p [i]; if(!a)break; extensions + = a; } p = glGetString(GL_EXTENSIONS); ext_add; if(wglGetExtensionsStringARB)p = wglGetExtensionsStringARB(hdc); ext_add; if(wglGetExtensionsStringEXT)p = wglGetExtensionsStringEXT(); ext_add; // int hnd = FileCreate(glext.txt); FileWrite(hnd,scr.extensions.c_str(),scr.extensions.Length()); FileClose(hnd); OpenGLtexture txr; txrs.alloc(textures); // allocate textures name space font_init(txr); font = txrs.add(txr); s3dl = txrs.add(txr); txrs.sizes [s3dl] ._ mode = GL_MODULATE; s3dr = txrs.add(txr); txrs.sizes [s3dr] ._ mode = GL_MODULATE; return 1; } // --------------------------------------- --------------------------------------- void OpenGLscreen :: exit() { if(!_init)return; wglMakeCurrent(hdc,hrc); //如果使用多个OpenGL,使用这个上下文 txrs.free(); wglMakeCurrent(NULL,NULL); //释放当前渲染上下文 wglDeleteContext(hrc); // destroy rendering context hrc = NULL; _init = 0; } // --------------------------------------- --------------------------------------- p> 现在的问题: 我做错了什么? 引擎功能完整 GL,GLSL,VBO,VAO 并测试了多年。奇怪的行为只存在于 Intel 。来自 nVidia 的工具和 ATI / AMD 工作正常(有一些问题,但它们是与 ATI 相关的错误驱动程序,特别是 VBO ,索引一切正常) 有更好的方法来初始化/退出OpenGL吗? 我现在使用 wglMakeCurrent(hdc,hrc),但可能是我缺少的东西,或英特尔有一些解决方法。 解决方案你对WGL的使用看起来是正确的(包括你使用wglMakeCurrent),但我没有使用它会在一段时间,所以我的记忆可能是模糊的(回答Q1和Q3)。 但是,是一个更好的方式初始化OpenGL:使用加载器库,如此处详述。正如维基说的,强烈建议使用加载程序库,而不是试图自己做。 我喜欢使用 SFML 创建OpenGL上下文和窗口,以及 GLEW (仅对Windows必需)来设置OpenGL核心上下文功能。我也有成功的glfw,这是很好的加载OpenGL 3.2 + I have a problem with Intel graphics HD 3000 on Toshiba notebook (OS Win7 x32, lang C++). Classical single context OpenGL applications work fine but on multiple OpenGL contexts in single App creates weird behavior:on older versions of my apps the Intel driver cannot create second rendering context at all.after major changes in my OpenGL based software architecture behavior changednow I am able to create second rendering context but after releasing it (after use / close window) the driver cannot create any next rendering context. This has been tested on more than one app and behaves the same all the time. I wanted to get over this by having the second context at all time active but it does not work too (somehow rendering context is invalidated on Intel). For clarity the second OpenGL rendering context is used for Open/Save dialogs (preview sub-windows).Driver info:Intel(R) HD Graphics 3000OpenGL ver: 3.1.0 - Build 9.17.10.2932Init and exit OpenGL code (from my OpenGL engine)://------------------------------------------------------------------------------int OpenGLscreen::init(void *f,int textures) { if (_init) exit(); frm=(formtype*)f; hdc = GetDC(frm->Handle); // get device context int i; if (!_used) { int i,_pfid=-1,_zbit=0; PIXELFORMATDESCRIPTOR _pfd; #define pfd_test i=ChoosePixelFormat(hdc,&pfd); DescribePixelFormat(hdc,i,sizeof(_pfd),&_pfd); if (_zbit<_pfd.cDepthBits) { _zbit=_pfd.cDepthBits; _pfid=i; } pfd.cColorBits = 32; pfd.cDepthBits = 32; pfd_test; pfd.cColorBits = 24; pfd.cDepthBits = 32; pfd_test; pfd.cColorBits = 16; pfd.cDepthBits = 32; pfd_test; pfd.cColorBits = 32; pfd.cDepthBits = 24; pfd_test; pfd.cColorBits = 24; pfd.cDepthBits = 24; pfd_test; pfd.cColorBits = 16; pfd.cDepthBits = 24; pfd_test; pfd.cColorBits = 32; pfd.cDepthBits = 16; pfd_test; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd_test; pfd.cColorBits = 16; pfd.cDepthBits = 16; pfd_test; #undef pfd_test pfd.cDepthBits = _zbit; // iba koli warningu DescribePixelFormat(hdc,_pfid,sizeof(pfd),&pfd); pfid=ChoosePixelFormat(hdc,&pfd); SetPixelFormat(hdc,pfid,&pfd); DescribePixelFormat(hdc,pfid,sizeof(pfd),&pfd); znum=1<<(pfd.cDepthBits-1); } // create current rendering context hrc = wglCreateContext(hdc); if(hrc == NULL) { ShowMessage("Could not initialize OpenGL Rendering context !!!"); _init=0; return 0; } if(wglMakeCurrent(hdc, hrc) == false) { ShowMessage("Could not make current OpenGL Rendering context !!!"); wglDeleteContext(hrc); // destroy rendering context _init=0; return 0; } if (!_used) glewInit(); _init=1; _used=1; resize(0,0,128,128);// glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);// glFrontFace(GL_CCW); // predna strana je proti smeru hod. ruciciek// glEnable(GL_CULL_FACE); // vynechavaj odvratene steny// glEnable(GL_TEXTURE_2D); // pouzivaj textury, farbu pouzivaj z textury// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);// glEnable(GL_BLEND); // priehladnost// glBlendFunc(GL_SRC_ALPHA,GL_DST_ALPHA);/* glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); GLdouble MaterialAmbient [] = {0.25, 0.25, 0.25, 1.00}; GLdouble MaterialDiffuse [] = {0.25, 0.25, 0.25, 1.00}; GLdouble MaterialSpecular [] = {0.50, 0.50, 0.50, 1.00}; GLdouble MaterialShininess[] = {15.0}; // 0-ufocused, 128 max focus glMaterialfv(GL_FRONT, GL_AMBIENT , MaterialAmbient ); glMaterialfv(GL_FRONT, GL_DIFFUSE , MaterialDiffuse ); glMaterialfv(GL_FRONT, GL_SPECULAR , MaterialSpecular ); glMaterialfv(GL_FRONT, GL_SHININESS, MaterialShininess); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); GLdouble LightPosition [] = {0.00, 0.00, 0.00, 0.0}; GLdouble LightAmbient [] = {0.10, 0.10, 0.10, 1.0}; GLdouble LightDiffuse [] = {0.20, 0.20, 0.20, 1.0}; GLdouble LightSpecular [] = {1.00, 1.00, 1.00, 1.0}; glLightfv(GL_LIGHT0,GL_AMBIENT ,LightAmbient ); glLightfv(GL_LIGHT0,GL_DIFFUSE ,LightDiffuse ); glLightfv(GL_LIGHT0,GL_SPECULAR,LightSpecular); glLightfv(GL_LIGHT0,GL_POSITION,LightPosition); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, LightAmbient);*/ glEnable(GL_DEPTH_TEST); // Zbuf glShadeModel(GL_SMOOTH); // gourard shading glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // background color glDepthFunc(GL_LEQUAL); const GLubyte *p; char a; // get extensions list extensions=""; #define ext_add if ((extensions!="")&&(extensions[extensions.Length()]!=' ')) extensions+=' '; for (i=0;;i++) { a=p[i]; if (!a) break; extensions+=a; } p=glGetString(GL_EXTENSIONS); ext_add; if (wglGetExtensionsStringARB) p=wglGetExtensionsStringARB(hdc); ext_add; if (wglGetExtensionsStringEXT) p=wglGetExtensionsStringEXT(); ext_add;// int hnd=FileCreate("glext.txt"); FileWrite(hnd,scr.extensions.c_str(),scr.extensions.Length()); FileClose(hnd); OpenGLtexture txr; txrs.alloc(textures); // allocate textures name space font_init(txr); font=txrs.add(txr); s3dl=txrs.add(txr); txrs.sizes[s3dl]._mode=GL_MODULATE; s3dr=txrs.add(txr); txrs.sizes[s3dr]._mode=GL_MODULATE; return 1; }//------------------------------------------------------------------------------void OpenGLscreen::exit() { if (!_init) return; wglMakeCurrent(hdc,hrc); // use this context if multiple OpenGLs are used txrs.free(); wglMakeCurrent(NULL, NULL); // release current rendering context wglDeleteContext(hrc); // destroy rendering context hrc=NULL; _init=0; }//------------------------------------------------------------------------------now the questions:Am I doing something wrong?Engine is fully functional GL,GLSL,VBO,VAO,... and tested for years. Weird behavior is present only on Intel. Cards from nVidia works fine and ATI/AMD works almost fine (there are some issues but they are buggy drivers related as always for ATI especially for VBO with indices everything else works fine)Is there a better way to init/exit OpenGL?How to properly switch between different rendering contexts?I am using wglMakeCurrent(hdc,hrc) for now but may be I am missing something or there is some workaround on Intel for this. 解决方案 Your use of WGL looks correct to me (including your use of wglMakeCurrent), but I haven't used it in a while, so my memory might be foggy (to answer Q1 and Q3).However, there is a better way to initialize OpenGL: use a loader library, as detailed here. As the wiki says, it's highly recommended to use a loader library rather than attempting to do it yourself.I like to use SFML to create the OpenGL context and window, plus GLEW (only necessary for Windows) to set up the OpenGL core context functions. I've also had success with glfw, which is good for loading OpenGL 3.2+ 这篇关于在Intel HD 3000上正确的OpenGL初始化是什么?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!
10-14 01:55