Allen Bierbaum wrote:
> Marcus Lindblom wrote:
>   
>> Hi,
>>
>> I've created a new web-page with some musings on error handling: 
>> http://opensg.vrsource.org/trac/wiki/Dev/ErrorHandling
>>
>> You'll notice that I disagree with the current 
>> keep-running-even-if-everything-is-wrong policy. I'd like to go beyond 
>> of that and have a plan for something more robust than spewing warnings 
>> in the log. Given that, I think could try to fix the error reporting in 
>> the classes that give me headache.
>>
>> Comments?
>>     
>
> I thinking having OpenSG throw exceptions for errors would be a great 
> improvement.  I too have run into the confusing mess of OpenSG just 
> chugging on along when an error happens and then trying to figure out 
> what is causing the application problems.
>
> I do disagree with you though on the GLSL errors.  I don't think errors 
> there should necessarily be thrown as exceptions.  I would actually like 
> to see the error handling there improved quite a bit and if possible use 
> some of the newer or vendor specific APIs for retrieving more complete 
> error information.
>   
Well. The GLSL error log is pretty good at the moment?

You can always validate a shader before rendering (if you have a created 
window), so that would give you more info. However, I would like to 
solve the general problem.

However, I'd like to avoid adding checks for all these specifics and in 
general I don't want to even try to render the scene with a non-working 
setup (shaders/viewports/whatnots). At the least, I want the option to 
be notified that the current scene won't render properly.

I now realize that shaders is probably the one thing that fails most due 
to differnt cards/drivers, so it might make more sense to check for 
them, but you could run into similar problems with using too many 
texture units, etc. so.

Cheers,
/Marcus

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