mac 下 用 glfw3 搭建opengl开发环境

mac 下 用 glfw3 搭建opengl开发环境

  1. 下载编译 glfw3
  2. Build Setting 里面, Library Search Paths -> 设置好编译 glfw 库的路径 Header Search Paths -> 添加 glfw 头文件路径 other link flag 添加 -> -lglfw3 glfw 需要依赖 Cocoa CoreVideo IOKit OpenGL 这4个framework.
  3. 测试 直接参考 glfw doc
  4. 打印硬件信息:
cout << "硬件信息为:" << endl;
    cout << "OpenGL Vendor:" << glGetString(GL_VENDOR) << endl;
    cout << "OpenGL Renderer: " << glGetString(GL_RENDERER) << endl;
    cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl;
    cout << "GLSL Version:" << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl;
    cout << "------------------------------------------------------" << endl;
  1. 解决retinal屏显示:
GLint viewPort[4];
    glGetIntegerv(GL_VIEWPORT, viewPort);
    glViewport(viewPort[0], viewPort[1], viewPort[2], viewPort[3]);
mac 下 用 glfw3 搭建opengl开发环境 下载编译 glfw3 Build Setting 里面, Library Search Paths -> 设置好编译 glfw 库的路径 Header Search Paths -> 添加 glfw 头文件路径 other link flag 添加 -> -lglfw3 glfw 需要依赖 Cocoa CoreVideo IOKit OpenGL 这4个framework. 测试 直接参考 glfw doc 打印硬件信息: cout << "硬件信息为:" << endl; cout << "OpenGL Vendor:" << glGetString(GL_VENDOR) << endl; cout << "OpenGL Renderer: " << glGetString(GL_RENDERER) << endl; cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl; cout << "GLSL Version:" << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl; cout << "------------------------------------------------------" << endl; 解决retinal屏显示: GLint viewPort[4]; glGetIntegerv(GL_VIEWPORT, viewPort); glViewport(viewPort[0], viewPort[1], viewPort[2], viewPort[3]);
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