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Matteo Sisti Sette wrote:
chris clepper escribió:
On Fri, Jan 1, 2010 at 11:32 AM, Matteo Sisti Sette <matteosistisette@gmail.com mailto:matteosistisette@gmail.com> wrote:
By the way is there any trick to "track" a GL error to find the object triggering it? (apart deleting objects until you find the one)
The GL error comes from the driver, and GEM just asks the driver once per rendering pass if any errors occur. Doing this check for each object is typically unnecessary and slows down rendering.
Oh I see, thanks a lot for clarifying :)
but you can do it manually by inserting [GEMglReportError] after the objects where you expect a problem to appear. [GEMglReportError] is a wrapper around "glGetError()" (which is available as [GEMglGetError]) which will additionally pint the error-string (in fact, it is what is used each render-cycle) it will also clear the error-flag, so the "other" (automatically generated error-message at the end of each render-cycle) will be suppressed...
fgmasdr IOhannes