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get opengl error string Yanceyville, North Carolina

Let’s say you know that Microsoft’s implementation of the Generic GDI version of OpenGL lets you get away with drawing in a double-buffered window using GDI, as long as you draw Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. Usually, you will want to call glGetError in a loop that continues checking for error flags until the return value is GL_NO_ERROR. Fill in your details below or click an icon to log in: Email (required) (Address never made public) Name (required) Website You are commenting using your account. (LogOut/Change) You are

So when I faced this issue (tracing GL errors) it appeared as a classic problem for AOP. Just look up the error values from the gl2.h and gl.h headers (they start with 0x05). You can do something like:string myError = AFunctionThatReturnsACharPointer();Since a string's operator= accepts other strings as well as char*. In this case, I was passing a wrong enum / int to glEnableClientState() to trigger the error.

We appreciate your feedback. When Bad Things Happen to Good Code Internally, OpenGL maintains a set of six error status flags. Since code injection introduces some performance penalties, I assume this change (enabling of GL logging) as temporal and will keep it in a git patch for the cases where I want GLenum errCode; const GLubyte* errString; errCode = glGetError(); if (errCode != GL_NO_ERROR) { errString = gluErrorString(errCode); } I have tries a reinterpret_cast, but can't get it working GLenum errCode; string* errString

How to use the binomial theorem to calculate binomials with a negative exponent Chebyshev Rotation With modern technology, is it possible to permanently stay in sunlight, without going into space? 5008 The first is a pointer to flat memory. The error string is ANSI only. In summary, if you want to take advantage of vendor or version specific behavior, you should check in your code to make sure that the vendor and version are the same

Share this:TwitterGoogleLinkedInFacebookLike this:Like Loading... Started by Cacks, Mar 26 2006 06:21 AM Old topic! When to use "bon appetit"? Where are sudo's insults stored?

You will have the following output: 07-18 12:34:37.715 19167-19187/com.example.neutrino.maze D/GlEngine: GlState[]: no error 07-18 12:34:37.715 19167-19187/com.example.neutrino.maze D/GlEngine: GlState[draw]: no error 07-18 12:34:37.733 19167-19187/com.example.neutrino.maze D/GlEngine: GlState[]: no error 07-18 12:34:37.735 19167-19187/com.example.neutrino.maze D/GlEngine: While this worked and I found my errors this way, my drawing code is now twice as big and harder to read in my opinion. If an error occurs, you need to be able to stop and say “Hey, an error occurred, and this is what it was.” This is the only way in code that Let's look at an example: void display() { glClearColor(1.,0.,0.,1.); glClear(GL_COLOR); // error - should be GL_COLOR_BUFFER_BIT // check OpenGL error GLenum err; while ((err = glGetError()) != GL_NO_ERROR) { cerr <<

Sadly the best solution is still to not write any glGetErrors (or maybe only at some selected important points, like the end of each frame or something) and only introduce them With this error, it’s best to clean up as gracefully as possible and terminate the program. Why doesn't ${@:-1} return the last element of [email protected]? Is it plausible for my creature to have similar IQ as humans?

of the atom whose 1s electron moves nearly at the speed of light? Worse, suppose your customer buys one of these cards. up vote 6 down vote favorite 1 I'm experimenting with some OpenGL on Android, and I don't have any previous experience with 3D programming. The example program can now be reduced to something much more readable: #include "GLError.h" // ...

The transformation T on the set of all continuous functions that is defined by T(f) = f (1) is a linear transformation. Will it eat your image and spit out psychedelic rainbows? Whenever possible, use gluErrorStringWIN, which allows ANSI or Unicode error strings. share|improve this answer answered Jul 18 at 10:52 Gregory Stein 227 add a comment| Your Answer draft saved draft discarded Sign up or log in Sign up using Google Sign

share|improve this answer edited May 5 '15 at 19:19 answered Jul 15 '13 at 13:52 sschuberth 9,22914068 1 JIC, "Enable OpenGL traces" came in 4.2... :) –Eduardo Costa Jan 11 This approach extensively use code injection techniques. android ios opengl-es error-handling native-activity share|improve this question edited Aug 25 '13 at 16:07 asked Aug 19 '13 at 17:10 Mike Weir 1,86711529 add a comment| 1 Answer 1 active oldest Morten Nobel's Blog Programming, Games and 3D Posted by: Morten Nobel-Jørgensen | January 29, 2013 Debugging OpenGL part 1 - usingglGetError() I'll here describe how to debug

After you play a bit with this and get those annoying "no error" messages you can do some improvements: 0) Print errors only 1) monitor all methods which match gl* (all It is certainly nice that the program now tells that an error occurred but what we really want is a more descriptive error message telling us the name of the OpenGL error Instead, you can now save the time putting glGetError() calls in your code and just grep the log output for "glGetError:". The standard GLU error codes are GLU_INVALID_ENUM, GLU_INVALID_VALUE, and GLU_OUT_OF_MEMORY.

In the following posts, I'll explain some smarter ways of debugging OpenGL, which does not clutter up your code with error checks. The string is in an ISO Latin 1 format. For example, the error flag GL_INVALID_ENUM returns the string invalid enumerant You can take some peace of mind from the assurance that if an error is caused by an invalid call OpenGL is a C-based API, which means that there is no support for exceptions.

Best option is to encapsulate inside a logging class that disables glError unless an error was found in the previous frame. When this error occurs, the state of OpenGL is undefined—indeed, the state of your program may be undefined! android opengl-es share|improve this question asked May 16 '13 at 18:03 Mad Scientist 8,57654879 add a comment| 4 Answers 4 active oldest votes up vote 7 down vote As of version To see if any of these flags is set, call glGetError: GLenum glGetError(void); The glGetError function returns one of the values listed in Table 5-1, located in the Reference Section under

I had some experience with it in C# in the past (some 7 years back) with SpringFramework and PostSharp. Join them; it only takes a minute: Sign up OpenGL ES Error to String up vote 3 down vote favorite Is there a standard for getting an error string from glGetError() Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. Switch Visual Studio MSDN Library The topic you requested is included in another documentation set.

When I encountered a problem and found that glGetError produced an error code, I just added calls to glGetError after each call to an OpenGL command in my drawing code. Note that the error will be "consumed" by enabling this option and further glGetError() checks will not report this anymore.