I wrap all my GL calls with a macro that, if debugging is wanted, adds a call to a function that prints a GL error.
It's not automated, but it's as close to it without going and making bindings that do it.
I would have liked having a debug version of GLEW.
On another note - do not use glBufferData to edit buffers, use glBufferSubData.
The former forces the driver to reallocate the whole buffer.
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#1wolfscaptain
Posted 10 July 2012 - 08:40 AM
I wrap all my GL calls with a macro that, if debugging is wanted, adds a call to a function that prints a GL error.
It's not automated, but it's as close to it without going and making bindings that do it.
On another note - do not use glBufferData to edit buffers, use glBufferSubData.
The former forces the driver to reallocate the whole buffer.
It's not automated, but it's as close to it without going and making bindings that do it.
On another note - do not use glBufferData to edit buffers, use glBufferSubData.
The former forces the driver to reallocate the whole buffer.