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Opengl 4.4 debugger
Opengl 4.4 debugger











There are also APIs for turning off certain messages or categories of messages, in case you get spammed by warnings that you don't care about or some such. For instance you can give human-readable names to textures, buffers, framebuffers, etc using glObjectLabel, which will then (I assume) be used in error messages. There's a bunch of other debugging-related functionality. See also this wiki page for more information. A debug context might be slower (on the CPU) than a regular context, but that's the price you pay for more detailed debugging info, kinda like turning optimizations off in the compiler. The details will depend on which OS / windowing system / framework you're using. To turn on this functionality your GL context also needs to be a "debug context", which is specified by setting a flag when you create the context. This way you only need to setup the callback during initialization-much nicer than putting glGetError calls everywhere. In this function you can do whatever you like, such as setting a breakpoint in the debugger, or printing the error to a log file. Theres a bunch of other debugging-related functionality. Yes, there is a better way! 😊 OpenGL 4.3 and later support the glDebugMessageCallback API, which allows you to specify a function in your app that GL will call to issue a warning or error. A debug context might be slower (on the CPU) than a regular context, but thats the price you pay for more detailed debugging info, kinda like turning optimizations off in the compiler. My graphics card supports OpenGL 4.4 and I am using C++. How do I do proper error handling with OpenGL ? Surely this isn't the way to go, right ? The source code looks so ugly. Now if I write it with glGetError(), it would look something like unsigned int err = 0 GlBufferData(GL_ARRAY_BUFFER, 8 * sizeof(float), vertices, GL_STATIC_DRAW) Here's an example, unsigned int buffer = 0 One I can't find the line number on which the error has occurred, second it doesn't tell me properly why the error occurred (not a big problem though) and lastly I have to include a while loop after each OpenGL function call. Also I have to call it in while loop to get all the errors.

opengl 4.4 debugger

To my understanding, glGetError() will return one or more error code(s) if I call it after calling a "normal" OpenGL function, provided I have made some error. I looked up on internet on how to do error handling in OpenGL and in the documentations I found glGetError(). It does come in handy.Whenever I make semantic or syntax errors in OpenGL, either I get a black screen or the program crashes. Just in case someone encounters a baffling error in his code, keep in mind that there is a pretty complete open-source implementation out there. Ah, the wonders of open-source! Actually it's the second time I refer to the Mono source code to debug strange behavior, I'd never have found the culprit without it! The latter code comes from the internal Mono WinForms implementation. Void Application_Idle(object sender, EventArgs e) Protected override void OnClosing(CancelEventArgs e) Protected override void OnLoad(EventArgs e)













Opengl 4.4 debugger