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Thread: glGetError() insertions

  1. #1
    Junior Member
    Join Date
    Sep 2007
    Posts
    10

    glGetError() insertions

    Hello,

    I have a strange problem. I have been using the OpenGL | ES 2.0 emulator form Imagination. I'm trying to debug and "profile" with glslDevil to see where the most of the energy goes and witch calls are the most frequent.
    What happends is that the glGetError() is called after allmost every call to a OpenGL function. That is a bit strange because I don't call it anywhere.

    My question is now if the emulator wrapper to the desktop api puts in those calls. Is there a debug mode in the library? How is it then disabled?

    This is what the statistics looks like:



    Anyone have a clue?

    best regards,
    Fredrik

  2. #2
    Senior Member
    Join Date
    May 2006
    Posts
    353

    Re: glGetError() insertions

    Quote Originally Posted by freber
    My question is now if the emulator wrapper to the desktop api puts in those calls. Is there a debug mode in the library? How is it then disabled?
    Which version of the PowerVR SDK are you using? Yes, the wrapper adds glGetError calls in debug mode, however this should be disabled in the latest release.

    By the way, your own calls to glGetError will not show in your trace since the wrapper has to keep track of the OpenGL ES error state internally.
    Georg Kolling, Imagination Technologies
    Please ask questions specific to PowerVR hardware or SDKs on the PowerVR Insider Forum
    DevTech@imgtec.com | http://www.powervrinsider.com

  3. #3
    Junior Member
    Join Date
    Sep 2007
    Posts
    10

    still problems

    I tried to upgrade to the latest version of the Imagination OpenGL | ES 2.0 SDK but the problems are still there.

    I installed OGLES2_WINDOWS_PCEMULATION_2.01.21.0983.msi

    The following preprocessor definitions are used:

    WIN32;
    NDEBUG;
    _WINDOWS;
    BUILD_OGLES2

    The calls the glGetError() is still there.

    best regards,
    Fredrik

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