title: C++ + SDL + OpenGL 3.3 doesn't work on Mac OS X?
body: <p>I'm starting developing OpenGL 3 (I'm used to 1, so it's quite a change), and I'm using SDL as my windowing/image/sound/event-framework. I have the following code(taken from opengl.org and slightly modified):</p>
  
  <pre><code>#include &lt;stdio.h&gt;
  #include &lt;stdlib.h&gt;
  /* If using gl3.h */
  /* Ensure we are using opengl's core profile only */
  #define GL3_PROTOTYPES 1
  #include &lt;OpenGL/gl3.h&gt;
  
  #include &lt;SDL2/SDL.h&gt;
  #define PROGRAM_NAME "Tutorial1"
  
  /* A simple function that prints a message, the error code returned by SDL,
   * and quits the application */
  void sdldie(const char *msg)
  {
      printf("%s: %s\n", msg, SDL_GetError());
      SDL_Quit();
      exit(1);
  }
  
  
  void checkSDLError(int line = -1)
  {
  #ifndef NDEBUG
      const char *error = SDL_GetError();
      if (*error != '\0')
      {
          printf("SDL Error: %s\n", error);
          if (line != -1)
              printf(" + line: %i\n", line);
          SDL_ClearError();
      }
  #endif
  }
  
  void render(SDL_Window* win){
      glClearColor(1.0,0.0,0.0,1.0);
      glClear ( GL_COLOR_BUFFER_BIT );
      SDL_GL_SwapWindow(win);
  }
  
  
  /* Our program's entry point */
  int main(int argc, char *argv[])
  {
      SDL_Window *mainwindow; /* Our window handle */
      SDL_GLContext maincontext; /* Our opengl context handle */
  
      if (SDL_Init(SDL_INIT_VIDEO) &lt; 0) /* Initialize SDL's Video subsystem */
      sdldie("Unable to initialize SDL"); /* Or die on error */
  
      /* Request opengl 3.2 context.
       * SDL doesn't have the ability to choose which profile at this time of writing,
       * but it should default to the core profile */
      SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
      SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  
      /* Turn on double buffering with a 24bit Z buffer.
       * You may need to change this to 16 or 32 for your system */
      SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
      SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  
      /* Create our window centered at 512x512 resolution */
      mainwindow = SDL_CreateWindow(PROGRAM_NAME, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
                                512, 512, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
      if (!mainwindow) /* Die if creation failed */
          sdldie("Unable to create window");
  
      checkSDLError(__LINE__);
  
      /* Create our opengl context and attach it to our window */
      maincontext = SDL_GL_CreateContext(mainwindow);
      checkSDLError(__LINE__);
  
  
      /* This makes our buffer swap syncronized with the monitor's vertical refresh */
      SDL_GL_SetSwapInterval(1);
  
      render(mainwindow);
      SDL_Delay(2000);
  
      /* Delete our opengl context, destroy our window, and shutdown SDL */
      SDL_GL_DeleteContext(maincontext);
      SDL_DestroyWindow(mainwindow);
      SDL_Quit();
  
      return 0;
  }
  </code></pre>
  
  <p>And this works well. But if I change this line:</p>
  
  <pre><code>SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
  </code></pre>
  
  <p>To this:</p>
  
  <pre><code>SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  </code></pre>
  
  <p>So it uses OpenGL 3.3 instead of 3.2, I get a <code>EXC_BAD_ACCES</code> error on every single OpenGL call. I do want to use OpenGL 3.3. My Computer:
  MacBook Pro retina late 2012
  Mac OS X Mountain Lion
  Intel i7 2.7 GHz
  Intel HD 4000
  NVidia GeForce G</p>
  
  <p>Anyone knows wether this is a OS X error, a SDL error, or something wrong with my code? (I know the SDL-code may not be the best, but it was originally SDL 1.2 code)</p>