SDL_net 没有创建 opengl 上下文
SDL_net no opengl context has been made
我正在学习 SDL_net 上的教程,但我对我的程序崩溃的原因感到很困惑。您可以找到教程 here. 我的客户端在服务器打开后 运行 崩溃。
我只是想知道这个错误是什么意思(使用 SDLNet_GetError()):
no opengl context has been made
我只是在使用 SDL_TTF 处理核心 SDL,不知道这意味着什么。我遵循的教程示例使用了 OpenGL,所以如果我猜错误是因为我没有使用它?我只是假设它只需要 SDL。
如果您想查看代码,可以找到 client code here, and the server code here。我不打算把它全部放在这个问题中,因为它相当长,我只需要对错误进行简单的解释就可以了,我不想要求对我的代码有什么问题的完整解释。
好的,所以我的初始化代码是通过 ScreenManager 完成的:
#include "ScreenManager.h"
ScreenManager &ScreenManager::GetInstance(){
static ScreenManager instance;
return instance;
}
void ScreenManager::init(){
SDL_Init(SDL_INIT_EVERYTHING);
TTF_Init();
SDLNet_Init();
window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1920, 1080, SDL_WINDOW_BORDERLESS);
renderer = SDL_CreateRenderer(window, 0, SDL_RENDERER_ACCELERATED);
running = true;
ResourceManager::GetInstance().loadTexture(renderer, "res/Human.bmp", "player");
ResourceManager::GetInstance().loadTexture(renderer, "res/space.bmp", "background");
ResourceManager::GetInstance().loadTexture(renderer, "res/ship.bmp", "ship");
ResourceManager::GetInstance().loadTexture(renderer, "res/interior.bmp", "interior");
SDL_GL_SetSwapInterval(1);
GameManager::GetInstance().init();
currentScreen = new MainScreen();
currentScreen->init();
}
void ScreenManager::close(){
ResourceManager::GetInstance().close();
currentScreen->close();
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
SDLNet_Quit();
TTF_Quit();
}
void ScreenManager::update(){
currentScreen->update();
}
void ScreenManager::render(){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
currentScreen->render(renderer);
SDL_RenderPresent(renderer);
}
void ScreenManager::setScreen(GameScreen *screenToSet){
currentScreen->close();
currentScreen = screenToSet;
currentScreen->init();
}
void ScreenManager::handleEvents(){
SDL_Event e;
while(SDL_PollEvent(&e) > 0){
switch(e.type){
case SDL_QUIT:
running = false;
break;
}
}
}
bool ScreenManager::isRunning(){
return running;
}
这是运行一个屏幕,这是网络运行的地方:
#include "MainScreen.h"
void MainScreen::init(){
Network = new network();
Network->init();
player = new Player((1920 / 2) - 32, (1080 / 2) - 32);
background = new Background();
entity_vector.push_back(new Ship(30, 30, 699*4, 444*4, 0, "ship", "interior"));
}
void MainScreen::close(){
Network->close();
for(unsigned i = 0; i < entity_vector.size(); i++){
entity_vector[i]->close();
}
player->close();
}
void MainScreen::update(){
for(unsigned i = 0; i < entity_vector.size(); i++){
entity_vector[i]->update();
}
player->update((1920 / 2) - 32, (1080 / 2) - 32);
GameManager::GetInstance().update();
Network->recv(enemies, player);
Network->send(player);
}
void MainScreen::render(SDL_Renderer *renderer){
for(unsigned i = 0; i < entity_vector.size(); i++){
entity_vector[i]->render(renderer);
}
for(unsigned i = 0; i < enemies.size(); i++){
enemies[i]->render(renderer);
}
background->render(renderer);
player->render(renderer);
}
您没有在任何地方创建 OpenGL 上下文并根据 SDL_CreateWindow
之后的 source sets the error to No OpenGL context has been made current
. And then in your void network::send(Player *p)
you call SDLNet_GetError()
for no apparent reason and get that error. I assume you should call SDL_GL_CreateContext 调用 SDL_GL_SetSwapInterval(1);
。
我正在学习 SDL_net 上的教程,但我对我的程序崩溃的原因感到很困惑。您可以找到教程 here. 我的客户端在服务器打开后 运行 崩溃。
我只是想知道这个错误是什么意思(使用 SDLNet_GetError()):
no opengl context has been made
我只是在使用 SDL_TTF 处理核心 SDL,不知道这意味着什么。我遵循的教程示例使用了 OpenGL,所以如果我猜错误是因为我没有使用它?我只是假设它只需要 SDL。
如果您想查看代码,可以找到 client code here, and the server code here。我不打算把它全部放在这个问题中,因为它相当长,我只需要对错误进行简单的解释就可以了,我不想要求对我的代码有什么问题的完整解释。
好的,所以我的初始化代码是通过 ScreenManager 完成的:
#include "ScreenManager.h"
ScreenManager &ScreenManager::GetInstance(){
static ScreenManager instance;
return instance;
}
void ScreenManager::init(){
SDL_Init(SDL_INIT_EVERYTHING);
TTF_Init();
SDLNet_Init();
window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1920, 1080, SDL_WINDOW_BORDERLESS);
renderer = SDL_CreateRenderer(window, 0, SDL_RENDERER_ACCELERATED);
running = true;
ResourceManager::GetInstance().loadTexture(renderer, "res/Human.bmp", "player");
ResourceManager::GetInstance().loadTexture(renderer, "res/space.bmp", "background");
ResourceManager::GetInstance().loadTexture(renderer, "res/ship.bmp", "ship");
ResourceManager::GetInstance().loadTexture(renderer, "res/interior.bmp", "interior");
SDL_GL_SetSwapInterval(1);
GameManager::GetInstance().init();
currentScreen = new MainScreen();
currentScreen->init();
}
void ScreenManager::close(){
ResourceManager::GetInstance().close();
currentScreen->close();
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
SDLNet_Quit();
TTF_Quit();
}
void ScreenManager::update(){
currentScreen->update();
}
void ScreenManager::render(){
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
currentScreen->render(renderer);
SDL_RenderPresent(renderer);
}
void ScreenManager::setScreen(GameScreen *screenToSet){
currentScreen->close();
currentScreen = screenToSet;
currentScreen->init();
}
void ScreenManager::handleEvents(){
SDL_Event e;
while(SDL_PollEvent(&e) > 0){
switch(e.type){
case SDL_QUIT:
running = false;
break;
}
}
}
bool ScreenManager::isRunning(){
return running;
}
这是运行一个屏幕,这是网络运行的地方:
#include "MainScreen.h"
void MainScreen::init(){
Network = new network();
Network->init();
player = new Player((1920 / 2) - 32, (1080 / 2) - 32);
background = new Background();
entity_vector.push_back(new Ship(30, 30, 699*4, 444*4, 0, "ship", "interior"));
}
void MainScreen::close(){
Network->close();
for(unsigned i = 0; i < entity_vector.size(); i++){
entity_vector[i]->close();
}
player->close();
}
void MainScreen::update(){
for(unsigned i = 0; i < entity_vector.size(); i++){
entity_vector[i]->update();
}
player->update((1920 / 2) - 32, (1080 / 2) - 32);
GameManager::GetInstance().update();
Network->recv(enemies, player);
Network->send(player);
}
void MainScreen::render(SDL_Renderer *renderer){
for(unsigned i = 0; i < entity_vector.size(); i++){
entity_vector[i]->render(renderer);
}
for(unsigned i = 0; i < enemies.size(); i++){
enemies[i]->render(renderer);
}
background->render(renderer);
player->render(renderer);
}
您没有在任何地方创建 OpenGL 上下文并根据 SDL_CreateWindow
之后的 source sets the error to No OpenGL context has been made current
. And then in your void network::send(Player *p)
you call SDLNet_GetError()
for no apparent reason and get that error. I assume you should call SDL_GL_CreateContext 调用 SDL_GL_SetSwapInterval(1);
。