在当前线程中没有OpenGL ES上下文当前线程 - 使用OpenGL ES 3.0的LWJGL
我试图使用LWJGL使用入门示例(从https://www.lwjgl.org/guide {这未改变很好地工作}),但改变它,因此它使用OpenGL ES 3.0而不是(与这个问题无关的原因)。在当前线程中没有OpenGL ES上下文当前线程 - 使用OpenGL ES 3.0的LWJGL
我正在使用最新的LWJGL版本3.1.1,选择Minimal OpenGL ES作为我的预设(从https://www.lwjgl.org/download)并使用Windows本机。 (我正在运行Windows 10 64位)
我被困 - 我不知道如何解决它,并让它运行。
我得到的错误是:
异常线程“main” java.lang.IllegalStateException:有在当前线程没有OpenGL ES的背景电流。
完整的错误:
Exception in thread "main" java.lang.IllegalStateException: There is no OpenGL ES context current in the current thread.
at org.lwjgl.opengles.GLES.createCapabilities(GLES.java:222)
at com.test.desktop.HelloWorld.loop(HelloWorld.java:93)
at com.test.desktop.HelloWorld.run(HelloWorld.java:31)
at com.test.desktop.HelloWorld.main(HelloWorld.java:112)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.intellij.rt.execution.application.AppMain.main(AppMain.java:144)
完整的源:
package com.test.desktop;
import org.lwjgl.*;
import org.lwjgl.glfw.*;
//import org.lwjgl.opengl.*;
import org.lwjgl.opengles.GLES;
import org.lwjgl.system.*;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
//import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengles.GLES20.*;
import static org.lwjgl.opengles.GLES30.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
public class HelloWorld {
// The window handle
private long window;
static final int WIDTH = 1024;
static final int HEIGHT = 768;
public void run() {
System.out.println("Hello LWJGL " + Version.getVersion() + "!");
init();
loop();
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
}
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
GLFWErrorCallback.createPrint(System.err).set();
// Initialize GLFW. Most GLFW functions will not work before doing this.
if (!glfwInit())
throw new IllegalStateException("Unable to initialize GLFW");
// Configure GLFW
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
// Create the window
window = glfwCreateWindow(WIDTH, HEIGHT, "Hello World!", NULL, NULL);
if (window == NULL)
throw new RuntimeException("Failed to create the GLFW window");
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
});
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(
window,
(vidmode.width() - WIDTH)/2,
(vidmode.height() - HEIGHT)/2
);
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
}
private void loop() {
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the GLCapabilities instance and makes the OpenGL
// bindings available for use.
GLES.createCapabilities();
// GL.createCapabilities();
// Set the clear color
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while (!glfwWindowShouldClose(window)) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
glfwSwapBuffers(window); // swap the color buffers
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
}
}
public static void main(String[] args) {
new HelloWorld().run();
}
}
无论值得注意的是...如果我取消:
import org.lwjgl.opengl.*;
而且,变化:
GLES.createCapabilities();
而且,使用替代以下:
GL.createCapabilities();
我得到这个错误:线程 “main” java.lang.IllegalStateException
例外:无GLESCapabilities例如当前线程设置。可能的解决方案:
管理找到解决方案(从http://bedroomcoders.co.uk/gles2-0-everywhere-thanks-to-lwjgl3/)。
我取消:在glfwCreateWindow函数被调用的的init()功能
import org.lwjgl.opengl.*;
前,说:
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
而且,加入到结束以下init()函数:
// Bypasses the default create() method.
Configuration.OPENGLES_EXPLICIT_INIT.set(true);
GLES.create(GL.getFunctionProvider());
这工作,因为它使用org.lwjgl.opengles.GL函数的地址,而不是org.lwjgl.opengles.GLES。在Windows上,他们使用OpenGL本地函数地址,无论(有一些例外)。
“OpenGL 4.3提供了与OpenGL ES 3.0完全兼容”(来自https://en.wikipedia.org)。