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

09-14-2012, 02:28 PM
I'm using glslDevil with my .exe to debug my GLSL shaders.

The problem is that glslDevil never stops and keeps printing


There is definitely a draw call executed once per frame

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?

09-15-2012, 10:09 AM
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.