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Andreas Bollecd5c7c2012-06-12 09:05:03 +02001<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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Brian Paul0b27ace2003-03-08 17:38:57 +00009
Andreas Bollb5da52a2012-09-18 18:57:02 +020010<div class="header">
Erik Faye-Lundecdab0d2019-05-06 13:26:47 +020011 The Mesa 3D Graphics Library
Andreas Bollb5da52a2012-09-18 18:57:02 +020012</div>
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Andreas Bollecd5c7c2012-06-12 09:05:03 +020017<h1>Debugging Tips</h1>
Brian Paul0b27ace2003-03-08 17:38:57 +000018
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20 Normally Mesa (and OpenGL) records but does not notify the user of
21 errors. It is up to the application to call
22 <code>glGetError</code> to check for errors. Mesa supports an
Erik Faye-Lund392c0832019-05-28 13:14:03 +020023 environment variable, <code>MESA_DEBUG</code>, to help with debugging. If
24 <code>MESA_DEBUG</code> is defined, a message will be printed to stdout
25 whenever an error occurs.
Brian Paul0b27ace2003-03-08 17:38:57 +000026</p>
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Eric Engestrom46d68832019-04-24 13:16:57 +010029 More extensive error checking is done in DEBUG builds
30 (<code>--buildtype debug</code> for meson, <code>build=debug</code> for scons).
Brian Paul0b27ace2003-03-08 17:38:57 +000031</p>
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Erik Faye-Lund392c0832019-05-28 13:14:03 +020033 In your debugger you can set a breakpoint in <code>_mesa_error()</code> to trap
34 Mesa errors.
Brian Paul0b27ace2003-03-08 17:38:57 +000035</p>
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37 There is a display list printing/debugging facility. See the end of
Erik Faye-Lund392c0832019-05-28 13:14:03 +020038 <code>src/dlist.c</code> for details.
Brian Paul0b27ace2003-03-08 17:38:57 +000039</p>
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