我想在win32 API中的OpenGL上下文中设置MSAA。一切工作正常,但MSAA只是不想激活。这是我用于构建上下文的代码:
void Display::CreateGLContext(HWND hWND) {
mHDC = GetDC(hWND); //get current windows device context
int nPixelFormat;
PIXELFORMATDESCRIPTOR pfd; // Create a new PIXELFORMATDESCRIPTOR (PFD)
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR)); // Clear our PFD
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); // Set the size of the PFD to the size of the class
pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW; // Enable double buffering, opengl support and drawing to a window
pfd.iPixelType = PFD_TYPE_RGBA; // Set our application to use RGBA pixels
pfd.cColorBits = 32; // Give us 32 bits of color information (the higher, the more colors)
pfd.cDepthBits = 16; // Give us 32 bits of depth information (the higher, the more depth levels)
pfd.iLayerType = PFD_MAIN_PLANE; // Set the layer of the PFD
/* Choose best matching format*/
nPixelFormat = ChoosePixelFormat(mHDC, &pfd);
/* Set the pixel format to the device context*/
SetPixelFormat(mHDC, nPixelFormat, &pfd);
HGLRC tempRC = wglCreateContext(mHDC);
wglMakeCurrent(mHDC, tempRC);
if (glewInit() != GLEW_OK) {
MessageBox(mHWND, "Eroare", "glew", MB_OK);
}
int nPixelFormat2;
BOOL bValidPixFormat;
UINT nMaxFormats = 1;
UINT nNumFormats;
float pfAttribFList[] = { 0, 0 };
int piAttribIList[] = {
WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
WGL_COLOR_BITS_ARB, 32,
WGL_RED_BITS_ARB, 8,
WGL_GREEN_BITS_ARB, 8,
WGL_BLUE_BITS_ARB, 8,
WGL_ALPHA_BITS_ARB, 8,
WGL_DEPTH_BITS_ARB, 16,
WGL_STENCIL_BITS_ARB, 0,
WGL_DOUBLE_BUFFER_ARB, GL_TRUE,
WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB,
WGL_SAMPLE_BUFFERS_ARB, GL_TRUE,
WGL_SAMPLES_ARB, 16,
0, 0 };
bValidPixFormat = wglChoosePixelFormatARB(mHDC, piAttribIList, pfAttribFList, nMaxFormats, &nPixelFormat2, &nNumFormats);
if (!bValidPixFormat)
{
MessageBox(NULL, "Invalid Pixel Format", "Error! (SetupWGLPixelFormat)", MB_OK);
}
SetPixelFormat(mHDC, nPixelFormat2, &pfd);
mGLRenderContext = wglCreateContext(mHDC);
wglMakeCurrent(mHDC, NULL);
wglDeleteContext(tempRC);
wglMakeCurrent(mHDC, mGLRenderContext);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
该代码运行良好,在主类中创建hWnd之后调用该代码,而不是在WM_CREATE情况下在WndProc中创建该代码。这是怎么回事?
我看到您要求提供16个样品的部分。但是我看不到您启用 GL_MULTISAMPLE
的部分。没有它们,渲染到多采样缓冲区与渲染到单个采样缓冲区没有什么不同。
此外,我建议您将framebuffer object用于多样本渲染目标,而不要使用默认的帧缓冲区。是的,可以通过窗口调整默认帧缓冲区的大小很好。但是通过使用帧缓冲对象,您可以控制multisampling is resolved的时间。
此外,它还允许您避免驱动程序令人讨厌的控制面板选项干扰您的样本数量;)
我已经找到了问题,但还没有找到答案,但是我正在研究它,因为我想做同样的事情。基本上,您不能在本文提到的同一窗口上调用SetPixelFormat:https://www.khronos.org/opengl/wiki/Creating_an_OpenGL_Context_(WGL)#Proper_Context_Creation