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
>
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>


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