forked from KolibriOS/kolibrios
0d733fd5e8
git-svn-id: svn://kolibrios.org@4358 a494cfbc-eb01-0410-851d-a64ba20cac60
48 lines
1.4 KiB
HTML
48 lines
1.4 KiB
HTML
<!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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<div class="header">
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<h1>The Mesa 3D Graphics Library</h1>
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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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<h1>Debugging Tips</h1>
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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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environment variable, MESA_DEBUG, to help with debugging. If
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MESA_DEBUG is defined, a message will be printed to stdout whenever
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an error occurs.
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</p>
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<p>
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More extensive error checking is done when Mesa is compiled with the
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DEBUG symbol defined. You'll have to edit the Make-config file and
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add -DDEBUG to the CFLAGS line for your system configuration. You may
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also want to replace any optimization flags with the -g flag so you can
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use your debugger. After you've edited Make-config type 'make clean'
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before recompiling.
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</p>
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<p>
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In your debugger you can set a breakpoint in _mesa_error() to trap Mesa
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errors.
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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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src/dlist.c for details.
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</p>
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</div>
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</body>
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</html>
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