/* * Test multisampling and polygon smoothing. * * Brian Paul * 4 November 2002 */#include <stdio.h>#include <stdlib.h>#include <math.h>#include <GL/glut.h>static GLfloat Zrot = 0;static GLboolean Anim = GL_TRUE;static GLboolean HaveMultisample = GL_TRUE;static GLboolean DoMultisample = GL_TRUE;static voIDPrintString(const char *s){ while (*s) { glutBitmapCharacter(gluT_BITMAP_8_BY_13,(int) *s); s++; }}static voIDpolygon( Glint verts,GLfloat radius,GLfloat z ){ int i; for (i = 0; i < verts; i++) { float a = (i * 2.0 * 3.14159) / verts; float x = radius * cos(a); float y = radius * sin(a); glVertex3f(x,y,z); }}static voIDDrawObject( voID ){ gllinewidth(3.0); glcolor3f(1,1,1); glBegin(GL_liNE_LOOP); polygon(12,1.2,0); glEnd(); gllinewidth(1.0); glcolor3f(1,1.1,0); glEnd(); glcolor3f(1,0); glBegin(GL_polyGON); polygon(12,0.4,0.3); glEnd(); glcolor3f(0,0.6,0.2); glEnd(); glcolor3f(0,1); glBegin(GL_polyGON); polygon(12,0.8,0.1); glEnd(); glcolor3f(1,1.0,0); glEnd();}static voIDdisplay( voID ){ glClear( GL_color_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glcolor3f(1,1); if (HaveMultisample) { glrasterPos2f(-3.1,-1.6); if (DoMultisample) PrintString("MulTISAMPLE"); else PrintString("MulTISAMPLE (off)"); } glrasterPos2f(-0.8,-1.6); PrintString("No antialiasing"); glrasterPos2f(1.6,-1.6); PrintString("GL_polyGON_SMOOTH"); /* multisample */ if (HaveMultisample) { glEnable(GL_DEPTH_TEST); if (DoMultisample) glEnable(GL_MulTISAMPLE_ARB); glPushmatrix(); glTranslatef(-2.5,0); glPushmatrix(); glrotatef(Zrot,1); DrawObject(); glPopMatrix(); glPopMatrix(); gldisable(GL_MulTISAMPLE_ARB); gldisable(GL_DEPTH_TEST); } /* non-aa */ glEnable(GL_DEPTH_TEST); glPushmatrix(); glTranslatef(0,0); glPushmatrix(); glrotatef(Zrot,1); DrawObject(); glPopMatrix(); glPopMatrix(); gldisable(GL_DEPTH_TEST); /* polygon smooth */ glEnable(GL_polyGON_SMOOTH); glEnable(GL_liNE_SMOOTH); glEnable(GL_BLEND); glPushmatrix(); glTranslatef(2.5,1); DrawObject(); glPopMatrix(); glPopMatrix(); gldisable(GL_liNE_SMOOTH); gldisable(GL_polyGON_SMOOTH); gldisable(GL_BLEND); glutSwapBuffers();}static voIDReshape( int wIDth,int height ){ GLfloat ar = (float) wIDth / (float) height; glVIEwport( 0,wIDth,height ); glMatrixMode( GL_PROJECTION ); glLoadIDentity(); glOrtho(-2.0*ar,2.0*ar,-2.0,2.0,-1.0,1.0); glMatrixMode( GL_MODELVIEW ); glLoadIDentity();}static voIDIDle( voID ){ Zrot = 0.01 * glutGet(gluT_ELAPSED_TIME); glutPostRedisplay();}static voIDKey( unsigned char key,int x,int y ){ const GLfloat step = 1.0; (voID) x; (voID) y; switch (key) { case 'a': Anim = !Anim; if (Anim) glutIDleFunc(IDle); else glutIDleFunc(NulL); break; case 'm': DoMultisample = !DoMultisample; break; case 'z': Zrot = (int) (Zrot - step); break; case 'Z': Zrot = (int) (Zrot + step); break; case 27: exit(0); break; } glutPostRedisplay();}static voIDInit( voID ){ /* gluT imposes the four samples/pixel requirement */ int s; glGetIntegerv(GL_SAMPLES_ARB,&s); if (!glutExtensionSupported("GL_ARB_multisample") || s < 1) { printf("Warning: multisample antialiasing not supported.\n"); HaveMultisample = GL_FALSE; } printf("GL_RENDERER = %s\n",(char *) glGetString(GL_RENDERER)); printf("GL_SAMPLES_ARB = %d\n",s); glBlendFunc(GL_SRC_Alpha,GL_ONE); glBlendFunc(GL_SRC_Alpha,GL_ONE_MINUS_SRC_Alpha); glBlendFunc(GL_SRC_Alpha_SATURATE,GL_ONE); glGetIntegerv(GL_MulTISAMPLE_ARB,&s); printf("GL_MulTISAMPLE_ARB = %d\n",s);}intmain( int argc,char *argv[] ){ glutinit( &argc,argv ); glutinitwindowposition( 0,0 ); glutinitwindowsize( 600,300 ); glutinitdisplayMode( gluT_RGB | gluT_Alpha | gluT_DOUBLE | gluT_DEPTH | gluT_MulTISAMPLE ); glutCreateWindow(argv[0]); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutdisplayFunc( display ); if (Anim) glutIDleFunc( IDle ); Init(); glutMainLoop(); return 0;}
这是glxinfo输出(不包括视觉信息):
name of display: :0.0display: :0 screen: 0direct rendering: Yesserver glx vendor string: sgiserver glx version string: 1.4server glx extensions: GLX_ARB_multisample,GLX_EXT_import_context,GLX_EXT_texture_from_pixmap,GLX_EXT_visual_info,GLX_EXT_visual_rating,GLX_MESA_copy_sub_buffer,GLX_OML_swap_method,GLX_sgi_swap_control,GLX_sgiS_multisample,GLX_sgiX_fbconfig,GLX_sgiX_pbuffer,GLX_sgiX_visual_select_group,GLX_INTEL_swap_eventclIEnt glx vendor string: Mesa Project and sgiclIEnt glx version string: 1.4clIEnt glx extensions: GLX_ARB_create_context,GLX_ARB_create_context_profile,GLX_ARB_get_proc_address,GLX_ARB_multisample,GLX_EXT_framebuffer_sRGB,GLX_EXT_create_context_es2_profile,GLX_MESA_multithread_makecurrent,GLX_MESA_swap_control,GLX_OML_sync_control,GLX_sgi_make_current_read,GLX_sgi_vIDeo_sync,GLX_INTEL_swap_eventGLX version: 1.4GLX extensions: GLX_ARB_get_proc_address,GLX_EXT_texture_from_pixmapOpenGL vendor string: nouveauOpenGL renderer string: gallium 0.4 on NVC1OpenGL version string: 2.1 Mesa 8.0.4OpenGL shading language version string: 1.30OpenGL extensions: GL_ARB_multisample,GL_EXT_abgr,GL_EXT_bgra,GL_EXT_blend_color,GL_EXT_blend_minmax,GL_EXT_blend_subtract,GL_EXT_copy_texture,GL_EXT_polygon_offset,GL_EXT_subtexture,GL_EXT_texture_object,GL_EXT_vertex_array,GL_EXT_compiled_vertex_array,GL_EXT_texture,GL_EXT_texture3D,GL_IBM_rasterpos_clip,GL_ARB_point_parameters,GL_EXT_draw_range_elements,GL_EXT_packed_pixels,GL_EXT_point_parameters,GL_EXT_rescale_normal,GL_EXT_separate_specular_color,GL_EXT_texture_edge_clamp,GL_sgiS_generate_mipmap,GL_sgiS_texture_border_clamp,GL_sgiS_texture_edge_clamp,GL_sgiS_texture_lod,GL_ARB_framebuffer_sRGB,GL_ARB_multitexture,GL_EXT_framebuffer_sRGB,GL_IBM_multimode_draw_arrays,GL_IBM_texture_mirrored_repeat,GL_ARB_texture_cube_map,GL_ARB_texture_env_add,GL_ARB_transpose_matrix,GL_EXT_blend_func_separate,GL_EXT_fog_coord,GL_EXT_multi_draw_arrays,GL_EXT_secondary_color,GL_EXT_texture_env_add,GL_EXT_texture_filter_anisotropic,GL_EXT_texture_lod_bias,GL_INGR_blend_func_separate,GL_NV_blend_square,GL_NV_light_max_exponent,GL_NV_texgen_reflection,GL_NV_texture_env_combine4,GL_SUN_multi_draw_arrays,GL_ARB_texture_border_clamp,GL_ARB_texture_compression,GL_EXT_framebuffer_object,GL_EXT_texture_env_combine,GL_EXT_texture_env_dot3,GL_MESA_window_pos,GL_NV_packed_depth_stencil,GL_NV_texture_rectangle,GL_ARB_depth_texture,GL_ARB_occlusion_query,GL_ARB_shadow,GL_ARB_texture_env_combine,GL_ARB_texture_env_crossbar,GL_ARB_texture_env_dot3,GL_ARB_texture_mirrored_repeat,GL_ARB_window_pos,GL_EXT_stencil_two_sIDe,GL_EXT_texture_cube_map,GL_NV_depth_clamp,GL_NV_fog_distance,GL_APPLE_packed_pixels,GL_APPLE_vertex_array_object,GL_ARB_draw_buffers,GL_ARB_fragment_program,GL_ARB_fragment_shader,GL_ARB_shader_objects,GL_ARB_vertex_program,GL_ARB_vertex_shader,GL_ATI_draw_buffers,GL_ATI_texture_env_combine3,GL_EXT_shadow_funcs,GL_EXT_stencil_wrap,GL_MESA_pack_invert,GL_NV_primitive_restart,GL_ARB_depth_clamp,GL_ARB_fragment_program_shadow,GL_ARB_half_float_pixel,GL_ARB_occlusion_query2,GL_ARB_point_sprite,GL_ARB_shading_language_100,GL_ARB_sync,GL_ARB_texture_non_power_of_two,GL_ARB_vertex_buffer_object,GL_ATI_blend_equation_separate,GL_EXT_blend_equation_separate,GL_OES_read_format,GL_ARB_color_buffer_float,GL_ARB_pixel_buffer_object,GL_ARB_texture_compression_rgtc,GL_ARB_texture_rectangle,GL_ATI_texture_compression_3dc,GL_EXT_packed_float,GL_EXT_pixel_buffer_object,GL_EXT_texture_compression_rgtc,GL_EXT_texture_mirror_clamp,GL_EXT_texture_rectangle,GL_EXT_texture_sRGB,GL_EXT_texture_shared_exponent,GL_ARB_framebuffer_object,GL_EXT_framebuffer_blit,GL_EXT_framebuffer_multisample,GL_EXT_packed_depth_stencil,GL_ARB_vertex_array_object,GL_ATI_separate_stencil,GL_ATI_texture_mirror_once,GL_EXT_draw_buffers2,GL_EXT_draw_instanced,GL_EXT_gpu_program_parameters,GL_EXT_texture_array,GL_EXT_texture_compression_latc,GL_EXT_texture_integer,GL_EXT_texture_sRGB_decode,GL_EXT_timer_query,GL_OES_EGL_image,GL_MESA_texture_array,GL_ARB_copy_buffer,GL_ARB_depth_buffer_float,GL_ARB_draw_instanced,GL_ARB_half_float_vertex,GL_ARB_instanced_arrays,GL_ARB_map_buffer_range,GL_ARB_texture_rg,GL_ARB_texture_swizzle,GL_ARB_vertex_array_bgra,GL_EXT_separate_shader_objects,GL_EXT_texture_swizzle,GL_EXT_vertex_array_bgra,GL_NV_conditional_render,GL_AMD_conservative_depth,GL_AMD_draw_buffers_blend,GL_ARB_ES2_compatibility,GL_ARB_draw_buffers_blend,GL_ARB_draw_elements_base_vertex,GL_ARB_explicit_attrib_location,GL_ARB_fragment_coord_conventions,GL_ARB_provoking_vertex,GL_ARB_sampler_objects,GL_ARB_seamless_cube_map,GL_ARB_shader_texture_lod,GL_EXT_provoking_vertex,GL_EXT_texture_snorm,GL_MESA_texture_signed_rgba,GL_NV_texture_barrIEr,GL_ARB_robustness,GL_ARB_transform_Feedback2,GL_ARB_conservative_depth,GL_ARB_texture_storage,GL_EXT_transform_Feedback
glewIsSupported表示扩展名可用,glGetIntegerv表示获取FBConfig时指定的样本数为4.
我不知道发生了什么.
编辑:这是glXqueryExtensionsstring的输出:
GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_sgi_make_current_read GLX_sgi_swap_control GLX_sgi_vIDeo_sync GLX_sgiS_multisample GLX_sgiX_fbconfig GLX_sgiX_pbuffer GLX_sgiX_visual_select_group GLX_EXT_texture_from_pixmap
MSAA是OpenGL 3.0及更高版本的要求.直到最近,它在优先级列表上并不高.你需要Mesa 9.0.
(如果您需要有关如何获取所需软件的提示,请发布您的硬件和软件 – 发行版,内核,mesa,xorg – 版本).
总结以上是内存溢出为你收集整理的openGL MSAA在带有nouveau驱动程序的linux上不起作用全部内容,希望文章能够帮你解决openGL MSAA在带有nouveau驱动程序的linux上不起作用所遇到的程序开发问题。
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