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未findglXCreateContextAttribsARB在OpenGL 4.2驱动程序,GLX 1.4上

奇怪的是,尽pipe我有GLX 1.4,但是在我的回购中没有glXCreateContextAttribsARB 。

我想知道这是否有合理的解释? 这不是一个普遍的问题。

glxinfo

name of display: :0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: NVIDIA Corporation server glx version string: 1.4 server glx extensions: GLX_EXT_visual_info,GLX_EXT_visual_rating,GLX_sgiX_fbconfig,GLX_sgiX_pbuffer,GLX_sgi_video_sync,GLX_sgi_swap_control,GLX_EXT_swap_control,GLX_EXT_texture_from_pixmap,GLX_ARB_create_context,GLX_ARB_create_context_profile,GLX_EXT_create_context_es2_profile,GLX_ARB_create_context_robustness,GLX_ARB_multisample,GLX_NV_float_buffer,GLX_ARB_fbconfig_float,GLX_EXT_framebuffer_sRGB client glx vendor string: NVIDIA Corporation client glx version string: 1.4 client glx extensions: GLX_ARB_get_proc_address,GLX_EXT_visual_info,GLX_EXT_import_context,GLX_NV_swap_group,GLX_NV_video_out,GLX_EXT_fbconfig_packed_float,GLX_EXT_framebuffer_sRGB,GLX_NV_present_video,GLX_NV_copy_image,GLX_NV_multisample_coverage,GLX_NV_video_capture,GLX_ARB_create_context_robustness GLX version: 1.4 GLX extensions: GLX_EXT_visual_info,GLX_ARB_get_proc_address OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GTX 550 Ti/PCI/SSE2 OpenGL version string: 4.2.0 NVIDIA 290.10 OpenGL shading language version string: 4.20 NVIDIA via Cg compiler OpenGL extensions: GL_ARB_base_instance,GL_ARB_blend_func_extended,GL_ARB_color_buffer_float,GL_ARB_compatibility,GL_ARB_compressed_texture_pixel_storage,GL_ARB_conservative_depth,GL_ARB_copy_buffer,GL_ARB_depth_buffer_float,GL_ARB_depth_clamp,GL_ARB_depth_texture,GL_ARB_draw_buffers,GL_ARB_draw_buffers_blend,GL_ARB_draw_indirect,GL_ARB_draw_elements_base_vertex,GL_ARB_draw_instanced,GL_ARB_ES2_compatibility,GL_ARB_explicit_attrib_location,GL_ARB_fragment_coord_conventions,GL_ARB_fragment_program,GL_ARB_fragment_program_shadow,GL_ARB_fragment_shader,GL_ARB_framebuffer_object,GL_ARB_framebuffer_sRGB,GL_ARB_geometry_shader4,GL_ARB_get_program_binary,GL_ARB_gpu_shader5,GL_ARB_gpu_shader_fp64,GL_ARB_half_float_pixel,GL_ARB_half_float_vertex,GL_ARB_imaging,GL_ARB_instanced_arrays,GL_ARB_internalformat_query,GL_ARB_map_buffer_alignment,GL_ARB_map_buffer_range,GL_ARB_multisample,GL_ARB_multitexture,GL_ARB_occlusion_query,GL_ARB_occlusion_query2,GL_ARB_pixel_buffer_object,GL_ARB_point_parameters,GL_ARB_point_sprite,GL_ARB_provoking_vertex,GL_ARB_robustness,GL_ARB_sample_shading,GL_ARB_sampler_objects,GL_ARB_seamless_cube_map,GL_ARB_separate_shader_objects,GL_ARB_shader_atomic_counters,GL_ARB_shader_bit_encoding,GL_ARB_shader_image_load_store,GL_ARB_shader_objects,GL_ARB_shader_precision,GL_ARB_shader_subroutine,GL_ARB_shading_language_100,GL_ARB_shading_language_420pack,GL_ARB_shading_language_include,GL_ARB_shading_language_packing,GL_ARB_shadow,GL_ARB_sync,GL_ARB_tessellation_shader,GL_ARB_texture_border_clamp,GL_ARB_texture_buffer_object,GL_ARB_texture_buffer_object_rgb32,GL_ARB_texture_compression,GL_ARB_texture_compression_bptc,GL_ARB_texture_compression_rgtc,GL_ARB_texture_cube_map,GL_ARB_texture_cube_map_array,GL_ARB_texture_env_add,GL_ARB_texture_env_combine,GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3,GL_ARB_texture_float,GL_ARB_texture_gather,GL_ARB_texture_mirrored_repeat,GL_ARB_texture_multisample,GL_ARB_texture_non_power_of_two,GL_ARB_texture_query_lod,GL_ARB_texture_rectangle,GL_ARB_texture_rg,GL_ARB_texture_rgb10_a2ui,GL_ARB_texture_storage,GL_ARB_texture_swizzle,GL_ARB_timer_query,GL_ARB_transform_Feedback2,GL_ARB_transform_Feedback3,GL_ARB_transform_Feedback_instanced,GL_ARB_transpose_matrix,GL_ARB_uniform_buffer_object,GL_ARB_vertex_array_bgra,GL_ARB_vertex_array_object,GL_ARB_vertex_attrib_64bit,GL_ARB_vertex_buffer_object,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ARB_vertex_type_2_10_10_10_rev,GL_ARB_viewport_array,GL_ARB_window_pos,GL_ATI_draw_buffers,GL_ATI_texture_float,GL_ATI_texture_mirror_once,GL_S3_s3tc,GL_EXT_texture_env_add,GL_EXT_abgr,GL_EXT_bgra,GL_EXT_bindable_uniform,GL_EXT_blend_color,GL_EXT_blend_equation_separate,GL_EXT_blend_func_separate,GL_EXT_blend_minmax,GL_EXT_blend_subtract,GL_EXT_compiled_vertex_array,GL_EXT_Cg_shader,GL_EXT_depth_bounds_test,GL_EXT_direct_state_access,GL_EXT_draw_buffers2,GL_EXT_draw_instanced,GL_EXT_draw_range_elements,GL_EXT_fog_coord,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXTX_framebuffer_mixed_formats,GL_EXT_framebuffer_object,GL_EXT_framebuffer_sRGB,GL_EXT_geometry_shader4,GL_EXT_gpu_program_parameters,GL_EXT_gpu_shader4,GL_EXT_multi_draw_arrays,GL_EXT_packed_depth_stencil,GL_EXT_packed_float,GL_EXT_packed_pixels,GL_EXT_pixel_buffer_object,GL_EXT_point_parameters,GL_EXT_provoking_vertex,GL_EXT_rescale_normal,GL_EXT_secondary_color,GL_EXT_separate_shader_objects,GL_EXT_separate_specular_color,GL_EXT_shader_image_load_store,GL_EXT_shadow_funcs,GL_EXT_stencil_two_side,GL_EXT_stencil_wrap,GL_EXT_texture3D,GL_EXT_texture_array,GL_EXT_texture_buffer_object,GL_EXT_texture_compression_dxt1,GL_EXT_texture_compression_latc,GL_EXT_texture_compression_rgtc,GL_EXT_texture_compression_s3tc,GL_EXT_texture_cube_map,GL_EXT_texture_edge_clamp,GL_EXT_texture_env_combine,GL_EXT_texture_env_dot3,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_format_BGRA8888,GL_EXT_texture_integer,GL_EXT_texture_lod,GL_EXT_texture_lod_bias,GL_EXT_texture_mirror_clamp,GL_EXT_texture_object,GL_EXT_texture_shared_exponent,GL_EXT_texture_sRGB,GL_EXT_texture_sRGB_decode,GL_EXT_texture_storage,GL_EXT_texture_swizzle,GL_EXT_texture_type_2_10_10_10_REV,GL_EXT_timer_query,GL_EXT_transform_Feedback2,GL_EXT_vertex_array,GL_EXT_vertex_array_bgra,GL_EXT_vertex_attrib_64bit,GL_EXT_x11_sync_object,GL_EXT_import_sync_object,GL_IBM_rasterpos_clip,GL_IBM_texture_mirrored_repeat,GL_KTX_buffer_region,GL_NV_alpha_test,GL_NV_blend_minmax,GL_NV_blend_square,GL_NV_complex_primitives,GL_NV_conditional_render,GL_NV_copy_depth_to_color,GL_NV_copy_image,GL_NV_depth_buffer_float,GL_NV_depth_clamp,GL_NV_explicit_multisample,GL_NV_fbo_color_attachments,GL_NV_fence,GL_NV_float_buffer,GL_NV_fog_distance,GL_NV_fragdepth,GL_NV_fragment_program,GL_NV_fragment_program_option,GL_NV_fragment_program2,GL_NV_framebuffer_multisample_coverage,GL_NV_geometry_shader4,GL_NV_gpu_program4,GL_NV_gpu_program4_1,GL_NV_gpu_program5,GL_NV_gpu_program_fp64,GL_NV_gpu_shader5,GL_NV_half_float,GL_NV_light_max_exponent,GL_NV_multisample_coverage,GL_NV_multisample_filter_hint,GL_NV_occlusion_query,GL_NV_packed_depth_stencil,GL_NV_parameter_buffer_object,GL_NV_parameter_buffer_object2,GL_NV_path_rendering,GL_NV_pixel_data_range,GL_NV_point_sprite,GL_NV_primitive_restart,GL_NV_register_combiners,GL_NV_register_combiners2,GL_NV_shader_atomic_counters,GL_NV_shader_buffer_load,GL_NV_texgen_reflection,GL_NV_texture_barrier,GL_NV_texture_compression_vtc,GL_NV_texture_env_combine4,GL_NV_texture_expand_normal,GL_NV_texture_lod_clamp,GL_NV_texture_multisample,GL_NV_texture_rectangle,GL_NV_texture_shader,GL_NV_texture_shader2,GL_NV_texture_shader3,GL_NV_transform_Feedback,GL_NV_transform_Feedback2,GL_NV_vdpau_interop,GL_NV_vertex_array_range,GL_NV_vertex_array_range2,GL_NV_vertex_attrib_integer_64bit,GL_NV_vertex_buffer_unified_memory,GL_NV_vertex_program,GL_NV_vertex_program1_1,GL_NV_vertex_program2,GL_NV_vertex_program2_option,GL_NV_vertex_program3,GL_NVX_conditional_render,GL_NVX_gpu_memory_info,GL_OES_depth24,GL_OES_depth32,GL_OES_depth_texture,GL_OES_element_index_uint,GL_OES_fbo_render_mipmap,GL_OES_get_program_binary,GL_OES_mapbuffer,GL_OES_packed_depth_stencil,GL_OES_rgb8_rgba8,GL_OES_standard_derivatives,GL_OES_texture_3D,GL_OES_texture_float,GL_OES_texture_float_linear,GL_OES_texture_half_float,GL_OES_texture_half_float_linear,GL_OES_texture_npot,GL_OES_vertex_array_object,GL_OES_vertex_half_float,GL_sgiS_generate_mipmap,GL_sgiS_texture_lod,GL_sgiX_depth_texture,GL_sgiX_shadow,GL_SUN_slice_accum

显然缓冲绑定, ARB和所有其他好的东西都支持,但为什么不是glXCreateContextAttribsARB ?

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即使是陌生人,我所拥有的是glXCreateContextAttribsARBPRoc ,我很想知道它是否可以作为替代scheme?

这个编译,例如:

`glXCreateContextAttribsARBProc glxccarb = 0;`

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当你说“没有”时,我假设你的意思是“如果我试图直接调用这个名字的函数,我的应用程序将不会链接”。

这是有点设计。 直接从libGL导出的函数列表没有增长。 如果是这样的话,一个与新libGL链接的应用程序将无法启动, 那很糟。

glXCreateContextAttribsARB和所有其他扩展函数一样,应该使用glXGetProcAddressARB 。 更好的是,使用GLEW,所以你不必再担心这个级别的细节。

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