Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 2 of 2

Thread: Debugging with glslDevil - Jump to next draw call (F7) never stops?

  1. #1
    Junior Member Newbie
    Join Date
    Sep 2012
    Posts
    9

    Debugging with glslDevil - Jump to next draw call (F7) never stops?

    I'm using glslDevil with my .exe to debug my GLSL shaders.

    The problem is that glslDevil never stops and keeps printing

    wglGetExtensionsStringEXT()

    There is definitely a draw call executed once per frame

    Code :
    glDrawElements(GL_TRIANGLES, m_numQuadrangles * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));

    The .exe runs and draws fine when executed outside Visual Studio 2010 (from within Windows 7).

    Why will it not reach a draw call?

  2. #2
    Intern Contributor
    Join Date
    Jul 2006
    Posts
    72
    There are quite a lot of extension to query (done by whatever wrapper you use). Not familiar with glslDevil (it excels at crashing instantly on my PC), but there probably is a call you can make in your code to trigger a breakboint in glslDevil - useful to get past the crapton of boilerplate ogl setup code.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •