Marcus Lindblom wrote: >Allen Bierbaum wrote: > > >>Marcus Lindblom wrote: >> >> >> >>>Hi, >>> >>>I've created a new web-page with some musings on error handling: >>>http://opensg.vrsource.org/trac/wiki/Dev/ErrorHandling >>> >>>You'll notice that I disagree with the current >>>keep-running-even-if-everything-is-wrong policy. I'd like to go beyond >>>of that and have a plan for something more robust than spewing warnings >>>in the log. Given that, I think could try to fix the error reporting in >>>the classes that give me headache. >>> >>>Comments? >>> >>> >>> >>I thinking having OpenSG throw exceptions for errors would be a great >>improvement. I too have run into the confusing mess of OpenSG just >>chugging on along when an error happens and then trying to figure out >>what is causing the application problems. >> >>I do disagree with you though on the GLSL errors. I don't think errors >>there should necessarily be thrown as exceptions. I would actually like >>to see the error handling there improved quite a bit and if possible use >>some of the newer or vendor specific APIs for retrieving more complete >>error information. >> >> >> >Well. The GLSL error log is pretty good at the moment? > >You can always validate a shader before rendering (if you have a created >window), so that would give you more info. However, I would like to >solve the general problem. > > There are some additional checks that can't happen until run-time, actually not until the driver tries to use them. OpenGL has some hooks to get at this info but I think OpenSG is not using it right now. I would have to check to be sure though, the last time I looked at that code was a few weeks ago. I do know for sure that it is possible to use the developer-only nvidia drivers that come with nvperfkit to get additional warnings and checks using glexpert. It may be nice to have the ability to see that information through OpenSG.
>However, I'd like to avoid adding checks for all these specifics and in >general I don't want to even try to render the scene with a non-working >setup (shaders/viewports/whatnots). At the least, I want the option to >be notified that the current scene won't render properly. > > That makes sense. I just don't want it to be fatal. >I now realize that shaders is probably the one thing that fails most due >to differnt cards/drivers, so it might make more sense to check for >them, but you could run into similar problems with using too many >texture units, etc. so. > > Knowing about warnings and errors is always a good thing. I am agree with you and I don't like the idea of silently continue either. :) -Allen >Cheers, >/Marcus > >------------------------------------------------------------------------- >Using Tomcat but need to do more? Need to support web services, security? >Get stuff done quickly with pre-integrated technology to make your job easier >Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo >http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 >_______________________________________________ >Opensg-users mailing list >[email protected] >https://lists.sourceforge.net/lists/listinfo/opensg-users > > > ------------------------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
