2012-06-12 08:05:03 +01:00
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html lang="en">
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<head>
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<meta http-equiv="content-type" content="text/html; charset=utf-8">
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<title>Debugging Tips</title>
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<link rel="stylesheet" type="text/css" href="mesa.css">
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</head>
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<body>
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2003-03-08 17:38:57 +00:00
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2012-09-18 17:57:02 +01:00
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<div class="header">
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2019-05-06 12:26:47 +01:00
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The Mesa 3D Graphics Library
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2012-09-18 17:57:02 +01:00
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</div>
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<iframe src="contents.html"></iframe>
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<div class="content">
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2012-06-12 08:05:03 +01:00
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<h1>Debugging Tips</h1>
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2003-03-08 17:38:57 +00:00
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<p>
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Normally Mesa (and OpenGL) records but does not notify the user of
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errors. It is up to the application to call
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<code>glGetError</code> to check for errors. Mesa supports an
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2019-05-28 12:14:03 +01:00
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environment variable, <code>MESA_DEBUG</code>, to help with debugging. If
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<code>MESA_DEBUG</code> is defined, a message will be printed to stdout
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whenever an error occurs.
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2003-03-08 17:38:57 +00:00
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</p>
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<p>
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2019-04-24 13:16:57 +01:00
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More extensive error checking is done in DEBUG builds
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(<code>--buildtype debug</code> for meson, <code>build=debug</code> for scons).
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2003-03-08 17:38:57 +00:00
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</p>
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<p>
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2019-05-28 12:14:03 +01:00
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In your debugger you can set a breakpoint in <code>_mesa_error()</code> to trap
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Mesa errors.
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2003-03-08 17:38:57 +00:00
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</p>
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<p>
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There is a display list printing/debugging facility. See the end of
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2019-05-28 12:14:03 +01:00
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<code>src/dlist.c</code> for details.
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2003-03-08 17:38:57 +00:00
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</p>
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2012-09-18 17:57:02 +01:00
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</div>
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2012-06-12 08:05:03 +01:00
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</body>
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</html>
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