Opengl Handle Error
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OpenGL and GLSL: gDebugger. Although not totally compatible with version 3.3, it still provides a very good job alerting us to errors in our code, allowing us to
Gluerrorstring
see the values of our uniforms, amongst many other features. Anyway, back to our opengl error 1281 code. When we call a function from the OpenGL API we may be calling it incorrectly, and this is what glGetError
Opengl Error Minecraft
is good for. "Incorrectly" can mean several things, for instance, the parameters are not in a valid range, or a function is being called without a proper context. OpenGL does not detect every possible https://www.opengl.org/discussion_boards/showthread.php/129476-catching-OpenGL-errors error that may occur. This is due to performance reasons. Error tracking takes its toll on performance, and error free applications would be delayed unnecessarily. Every time an error is detected a flag is set and a numeric code is recorded. Any errors after that won't be recorded so we need to make sure we check for errors at the most significant points in your application. To check if http://www.lighthouse3d.com/cg-topics/error-tracking-in-opengl/ an error has occurred we use the function: GLenum glGetError(void); The return value can be one of the following: GL_INVALID_ENUM: a function has been called with an inappropriate enum. GL_INVALID_VALUE: A function has been called with a out of range numeric value. GL_INVALID_OPERATION: An operation has been performed out of context, or not allowed in the current state GL_INVALID_FRAMEBUFFER_OPERATION:vThe framebuffer object is not complete yet GL_OUT_OF_MEMORY: well, this one is pretty obvious… In all cases, except the last, the function produces no effect, i.e. the function is silently ignored. That is why it is so important to check for errors. In the last case, GL_OUT_OF_MEMORY, the outcome may be undefined. When an error is checked, the flag is cleared, and it will stay so until a new error occurs. Here are a few examples of errors: // causes a GL_INVALID_ENUM glEnable(GL_LINE); // causes a GL_INVALID_VALUE //when x >= GL_MAX_VERTEX_ATTRIBS glEnableVertexAttribArray(x); // causes a GL_INVALID_OPERATION // when n is negative or // is not a previously genererated index glBindBuffer(GL_ARRAY_BUFFER,n); And here is an example of a situation that although not correct, it will not cause an error: glClearColor(-1.1, 1.0 1.0, 1.0); In this latter case, OpenGL clamps the first value to zero. Here is a routine
here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company Business Learn more about hiring http://stackoverflow.com/questions/19072098/opengl-error-handling-best-practices developers or posting ads with us Stack Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 6.2 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up OpenGL error handling best practices up vote 1 down vote favorite 1 Checking OpenGL error state after OpenGL calls in debug builds can be an invaluable tool for finding bugs in OpenGL opengl error code. But what about errors like running out of memory when allocating textures or other OpenGL resources? What are the best practices on handling or avoiding errors like these? An OpenGL resource allocation failure would probably be fatal in most cases so should a program just try to allocate a reasonable amount of resources and hope for the best? What kind of approaches are used in real world projects on different platforms, e.g., on PC and on mobile platforms? opengl opengl handle error opengl-es share|improve this question edited Oct 2 '13 at 21:03 asked Sep 28 '13 at 21:58 Mika Haarahiltunen 23629 add a comment| 2 Answers 2 active oldest votes up vote 5 down vote accepted Running out of memory when allocating resources for textures and vertex buffers is on the rare side these days. When you would run into this sort of situation you should already know that you are approaching limitations for your system requirements, and have a resource manager smart enough to deal with it. In the PC spectrum, the amount of available memory is becoming less relevant and harder to define. Textures are becoming virtualized resources, where portions of them are only fetched and stored in local (GPU) memory when a specific sub-region is referenced in a shader (Sparse Textures in OpenGL 4.4 terms, or Tiled Resources in D3D 11.2 terms). You may also hear this feature referred to as Partially Resident Textures, and that is the term I like to use most often. Since Partially Resident Textures (PRT) are an architectural trend on DX 11.2+ PC hardware and a key feature of the Xbox One / PS4 the amount of available memory will be less and less of an application terminating event. It will be more of a performance hitch when page faults have to be serviced (e.g. memory for part of a texture is referenced for the first time), and care wi