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Mulligan

OpenGL OpenGL Error Detection

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How do you (if you do) detect OpenGL errors? I dont mean how can you detect them, but do you use any tricks to get around having to check the error codes of every single function that you call? It would be nice if they threw exceptions. Anyways, I''m creating an template for a generic Win32 OpenGL enabled program and want to have an extreme level of error checking so that i know that whatever application i build on top of it will be as robust as possible. Thanks!

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glGetError is very cheap.. i call it very often ( until release, since then i know how it will function, i have no user settable things in most of my apps ).. If you have a program that lets the user load textures and objects you can check most ''non per frame'' calls to ensure that the texute is correct or that you dont run out of memory when creating VBO:s or similar.

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