# OpenGL GL error source

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I have a log class which I use to log normal application errors and OpenGL errors. In the past I had been just writing out any GL errors when my program exited, and then hunted them down when I noticed the log was written to. This was a bit of a pain, so I've started wrapping my methods like so:
void Log::WriteGLError(const string& header)
{
string errorString = GetGLErrorString(glGetError());
if(errorString != "GL_NO_ERROR")
}

{

return *this;
}


This is a bit of a pain, and it clutters up my code a ton. Is there a better way to do this? I would love it if there were a way to find out where precisely a GL error occurred? Or even better, is there a GL exception type or something.

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Personally if I was clever I would wrap the glGetError function in a macro called something like GL_ASSERT which I would call after every gl function call and if glGetError returns an error code I would make my code assert(0) so I could break into the code and look in the call-stack to see where the error ocurred.

If I was lazy I would use GLIntercept (http://glintercept.nutty.org/) because it basically does this for you without any code changes. Neat :-)

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