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Debugging tips?
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look into glIntercept
Hi,
Variety of methods. There are lots of articles on debugging all over the net - Gamedev.net have some useful ones for beginners. Use the article/column search facility to find them.
Most errors I have found, I have been using the OpenGL API in the incorrect way (incorrect parameters, misunderstanding parameters, invalid function call order etc.). I can recommend gDEBugger from Graphic Remedy for these kinds of errors.
Your idea of #define's sounds interesting. Although pratically it might be a complete pain to maintain and debug in itself.
Good luck.
Cheers,
dhm
Variety of methods. There are lots of articles on debugging all over the net - Gamedev.net have some useful ones for beginners. Use the article/column search facility to find them.
Most errors I have found, I have been using the OpenGL API in the incorrect way (incorrect parameters, misunderstanding parameters, invalid function call order etc.). I can recommend gDEBugger from Graphic Remedy for these kinds of errors.
Your idea of #define's sounds interesting. Although pratically it might be a complete pain to maintain and debug in itself.
Good luck.
Cheers,
dhm
Add assert(!glGetError()) after every call to GL. This will make your program stop as soon as you call something wrong. The cost in debug mode is minimal, and the cost in an optimized build is 0 because the assert is taken out.
You should program a macro or hotkey to insert this assert, so you don't have to type it a lot.
You should program a macro or hotkey to insert this assert, so you don't have to type it a lot.
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