I am using Macbook air with OS X 10.9.2 my graphics card is (Intel HD Graphics 4000 1024 MB) Apple states that a Macbook air with the specifications as mine supports up to Opengl 4.1 you can read it here -> http://support.apple.com/kb/HT5942 . however when i use SDL2 and force the system to use opengl 3.2 and when i query the OpenGL version via glGetString() i get the following line:
2.1 INTEL-8.24.11
my Code:
#include <iostream>
#include <SDL2/SDL.h>
#include <opengL/gl3.h>
using namespace std;
void sdldie(const char *msg)
{
printf("%s: %s\n", msg, SDL_GetError());
SDL_Quit();
exit(1);
}
void checkSDLError(int line = -1)
{
#ifndef NDEBUG
const char *error = SDL_GetError();
if (*error != '\0')
{
printf("SDL Error: %s\n", error);
if (line != -1)
printf(" + line: %i\n", line);
SDL_ClearError();
}
#endif
}
int main(int argc, const char * argv[])
{
SDL_Window *mainwindow; /* Our window handle */
SDL_GLContext maincontext;
if (SDL_Init(SDL_INIT_VIDEO) < 0) /* Initialize SDL's Video subsystem */
sdldie("Unable to initialize SDL");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
mainwindow = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
512, 512, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
if (!mainwindow) /* Die if creation failed */
sdldie("Unable to create window");
checkSDLError(__LINE__);
/* Create our opengl context and attach it to our window */
maincontext = SDL_GL_CreateContext(mainwindow);
checkSDLError(__LINE__);
cout << glGetString(GL_VERSION);
/* This makes our buffer swap syncronized with the monitor's vertical refresh */
SDL_GL_SetSwapInterval(1);
/* Clear our buffer with a red background */
glClearColor ( 1.0, 0.0, 0.0, 1.0 );
glClear ( GL_COLOR_BUFFER_BIT );
/* Swap our back buffer to the front */
SDL_GL_SwapWindow(mainwindow);
/* Wait 2 seconds */
SDL_Delay(2000);
/* Same as above, but green */
glClearColor ( 0.0, 1.0, 0.0, 1.0 );
glClear ( GL_COLOR_BUFFER_BIT );
SDL_GL_SwapWindow(mainwindow);
SDL_Delay(2000);
/* Same as above, but blue */
glClearColor ( 0.0, 0.0, 1.0, 1.0 );
glClear ( GL_COLOR_BUFFER_BIT );
SDL_GL_SwapWindow(mainwindow);
SDL_Delay(2000);
/* Delete our opengl context, destroy our window, and shutdown SDL */
SDL_GL_DeleteContext(maincontext);
SDL_DestroyWindow(mainwindow);
SDL_Quit();
return 0;
}
SDL has the ability to create and use OpenGL contexts on several platforms(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, Mac OS X, FreeBSD/X11 and Solaris/X11). This allows you to use SDL's audio, event handling, threads and times in your OpenGL applications (a function often performed by GLUT).
SDL uses OpenGL as a hardware renderer for content that wants hardware rendering on some platforms. If you have such a platform, then OpenGL is the underlying API over which SDL is an abstraction.
On OSX you need to request a Core context for post-2.1 versions.
Try adding this to your attribs:
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
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