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#Actualwolfscaptain

Posted 10 July 2012 - 08:42 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.
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.

#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.

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