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  1. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
  2. <html lang="en">
  3. <head>
  4.   <meta http-equiv="content-type" content="text/html; charset=utf-8">
  5.   <title>Debugging Tips</title>
  6.   <link rel="stylesheet" type="text/css" href="mesa.css">
  7. </head>
  8. <body>
  9.  
  10. <div class="header">
  11.   <h1>The Mesa 3D Graphics Library</h1>
  12. </div>
  13.  
  14. <iframe src="contents.html"></iframe>
  15. <div class="content">
  16.  
  17. <h1>Debugging Tips</h1>
  18.  
  19. <p>
  20.    Normally Mesa (and OpenGL) records but does not notify the user of
  21.    errors.  It is up to the application to call
  22.    <code>glGetError</code> to check for errors.  Mesa supports an
  23.    environment variable, MESA_DEBUG, to help with debugging.  If
  24.    MESA_DEBUG is defined, a message will be printed to stdout whenever
  25.    an error occurs.
  26. </p>
  27.  
  28. <p>
  29.    More extensive error checking is done when Mesa is compiled with the
  30.    DEBUG symbol defined.  You'll have to edit the Make-config file and
  31.   add -DDEBUG to the CFLAGS line for your system configuration.  You may
  32.   also want to replace any optimization flags with the -g flag so you can
  33.   use your debugger.  After you've edited Make-config type 'make clean'
  34.    before recompiling.
  35. </p>
  36. <p>
  37.    In your debugger you can set a breakpoint in _mesa_error() to trap Mesa
  38.    errors.
  39. </p>
  40. <p>
  41.    There is a display list printing/debugging facility.  See the end of
  42.    src/dlist.c for details.
  43. </p>
  44.  
  45. </div>
  46. </body>
  47. </html>
  48.