Hi Hartwig,

On Mon, Mar 15, 2010 at 9:18 PM, Hartwig Wiesmann
<[email protected]> wrote:
> OK, I can agree with this. But currently you do not get a feedback that you 
> did something wrong. At least I would suggest that an error message is issued 
> somewhere in the code if the internal format is set to a valid that is not 
> OpenGL compliant. At the moment you get only the famous 'invalid enumerator' 
> message from OpenGL after a while and you have no idea what went wrong.
> I used another library and it took me a couple of hours to track down the bug.

I'm not sure what extra the OSG can provide.  You can enable GL error
testing per attribute by setting the env var OSG_GL_ERROR_CHECKING to
ON, and this will give you a bit more feedback on which StateAttribute
produced the error, but save from checking errors after every OpenGL
call there really isn't too much more it can do without seriously
impacting maintainability and performance.

Perhaps better education on issues of using OpenGL/OSG and tracking
down errors like this is required.  This isn't just an OSG issue
though, knowing OpenGL is a real asset.

Robert.
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