Re:New Vulkan Documentation Website
by reactordev on Wednesday October 11, 2023 @11:16AM
(#37845556)
Because you forget to call glGetError and do the error check on your previous call. In a world where we are driven by exceptions, not excepting and requiring you to check is actually a good thing, you wouldn’t want a shader Parma exception from panicking your game in the middle of a gun fight.
glGetError() is useless unfortunately for getting any information about what went wrong, because it only has 8 error codes:
https://registry.khronos.org/OpenGL-Refpages/gl4/html/glGetE...
There's a debug output extension (or core feature since 4.3) that's slightly more verbose, but not universally supported (e.g. AFAIK not on macOS).
Re:New Vulkan Documentation Website
by CyborgCabbage on Wednesday October 11, 2023 @12:30PM
(#37846596)
What about Debug Output? https://www.khronos.org/opengl/wiki/Debug_Output
Using those debuggers is like doing CPU debugging.
If at least you had posted a link to RenderDoc.
It's better than glGetError() for sure, but not supported everywhere (e.g. macOS is stuck at 4.1 Core Profile).
Xcode and Visual Studio also have builtin graphics debuggers for Metal and D3D11 (not sure if the VS debugger also supports D3D12 though).