LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: Peter M Ashford on July 04, 2004, 09:43:18

Title: Debug OpenGL renderer?
Post by: Peter M Ashford on July 04, 2004, 09:43:18
Hi All,

A feature I really like from Jogl is the composable openGL pipelines which offers you the ability to wrap OpenGL error checking around all your calls for debugging purposes.

Is there anything similar in LWJGL?

TIA
Title: Debug OpenGL renderer?
Post by: princec on July 04, 2004, 09:47:36
Look in org.lwjgl.util - there's a GL interface in there, and an implementation of that interface that calls our binding. Shouldn't be hard to extend that implementation to call Util.checkGLError() after every relevant call. And if you do it, please donate the code back to the Util package ;)

Cas :)
Title: Debug OpenGL renderer?
Post by: Peter M Ashford on July 04, 2004, 10:08:41
Is that in lwjgl.jar?  I don't seem to have an org.lwjgl.util class in my distribution (0.9)
Title: Debug OpenGL renderer?
Post by: cfmdobbie on July 04, 2004, 11:50:00
No, it's in lwjgl_util.jar.  Note that the util package didn't exist in the 0.9 release, so if you with to use it you'll either need the semi-official interim release (http://puppygames.net/forums/viewtopic.php?p=4034#4034) or the current CVS.
Title: Debug OpenGL renderer?
Post by: princec on July 04, 2004, 13:36:05
Always best to grab stuff from CVS.
Except Elias has just done big, big things to Display :)

Cas :)
Title: Debug OpenGL renderer?
Post by: cfmdobbie on July 04, 2004, 14:10:19
Excellent, strangely enough I'm actually pleased to hear that! :D  Any idea on a timeline for next official release?