Note that GLIntercept was mainly designed as an OpenGL 1.0-2.1 debugger. So while basic function logging should work on all OpenGL versions, the more advanced features (image/frame buffer/shader editor) may or may not work in OpenGL 3.0+. (especially when using a core OpenGL profile)
I have mostly just added the logging for newer functions and fixed some minor bugs. (note you can add you own functions definitions to the text file parsed on startup - so you can log extensions as they come out)
Thanks to alfonse for his XML listing of extensions - made my job much easier.
I only expect basic logging to work with 4.0, but I want make sure errors are not generated. (yes, I should get myself an OpenGL 4.0+ card - but have been on consoles for the last few years - and now unemployed since THQ-OZ went down)
If you test with you application and find any obvious bugs, please let me know.
I am not sure everything is perfect. Do you handle the differences between core and compatibility profiles?
Also I had an error store in glilog.txt “GL ERROR - Function glDrawElementsInstancedBaseVertexBaseInstance generated error GL_INVALID_ENUM” with ogl-420-image-load but I have no error without GLIntercept.
In the AMD ARB_debug_output, this error is “Using glIsEnabled in a core context with parameter <cap> and enum ‘0xde1’ which was removed from Core OpenGL (GL_INVALID_ENUM)”.
Oh I think I see what the issue is, a lot of the OpenGL 4.0 examples use glBindProgramPipeline, instead of a standard program binding, so the code is falling back to test for fixed function enables. (error on my part)
OK I have uploaded a new version (1.0.1) that should not have the glIsEnabled(GL_TEXTURE_2D) errors in core profile - strange that Nvidia drivers did not flag this as an error?
OK I have just uploaded a new version 1.0.2
This fixes some minor bug in the function parsing and adds the NV_path_rendering extension
The NV_path_rendering extension was actually a pain to support as it has the first OpenGL call to return a float value. (glGetPathLengthNV) I ended up having to do a manual logging of it.
I also included a manual install zip file for people that have trouble running the installers.