Allen Bierbaum wrote:

>Marcus Lindblom wrote:
>
>  
>
>>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.
>> 
>>
>>    
>>
>There are some additional checks that can't happen until run-time, 
>actually not until the driver tries to use them.  OpenGL has some hooks 
>to get at this info but I think OpenSG is not using it right now.  I 
>would have to check to be sure though, the last time I looked at that 
>code was a few weeks ago.  I do know for sure that it is possible to use 
>the developer-only nvidia drivers that come with nvperfkit to get 
>additional warnings and checks using glexpert.  It may be nice to have 
>the ability to see that information through OpenSG.
>  
>

glValidateProgram was the method I was trying to think of.  It is meant 
for development only but it can provide more information about issues 
with the shader from errors to recommendations about how to get better 
performance.

-Allen

>  
>
>>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.
>> 
>>
>>    
>>
>That makes sense.  I just don't want it to be fatal.
>
>  
>
>>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.
>> 
>>
>>    
>>
>Knowing about warnings and errors is always a good thing.  I am agree 
>with you and I don't like the idea of silently continue either. :)
>
>-Allen
>
>  
>
>>Cheers,
>>/Marcus
>>
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>>
>>    
>>
>
>
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