1848b8605Smrg<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> 2848b8605Smrg<html lang="en"> 3848b8605Smrg<head> 4848b8605Smrg <meta http-equiv="content-type" content="text/html; charset=utf-8"> 5848b8605Smrg <title>Debugging Tips</title> 6848b8605Smrg <link rel="stylesheet" type="text/css" href="mesa.css"> 7848b8605Smrg</head> 8848b8605Smrg<body> 9848b8605Smrg 10848b8605Smrg<div class="header"> 11848b8605Smrg <h1>The Mesa 3D Graphics Library</h1> 12848b8605Smrg</div> 13848b8605Smrg 14848b8605Smrg<iframe src="contents.html"></iframe> 15848b8605Smrg<div class="content"> 16848b8605Smrg 17848b8605Smrg<h1>Debugging Tips</h1> 18848b8605Smrg 19848b8605Smrg<p> 20848b8605Smrg Normally Mesa (and OpenGL) records but does not notify the user of 21848b8605Smrg errors. It is up to the application to call 22848b8605Smrg <code>glGetError</code> to check for errors. Mesa supports an 23848b8605Smrg environment variable, MESA_DEBUG, to help with debugging. If 24848b8605Smrg MESA_DEBUG is defined, a message will be printed to stdout whenever 25848b8605Smrg an error occurs. 26848b8605Smrg</p> 27848b8605Smrg 28848b8605Smrg<p> 29b8e80941Smrg More extensive error checking is done in DEBUG builds 30b8e80941Smrg (<code>--buildtype debug</code> for meson, <code>build=debug</code> for scons). 31848b8605Smrg</p> 32848b8605Smrg<p> 33848b8605Smrg In your debugger you can set a breakpoint in _mesa_error() to trap Mesa 34848b8605Smrg errors. 35848b8605Smrg</p> 36848b8605Smrg<p> 37848b8605Smrg There is a display list printing/debugging facility. See the end of 38848b8605Smrg src/dlist.c for details. 39848b8605Smrg</p> 40848b8605Smrg 41848b8605Smrg</div> 42848b8605Smrg</body> 43848b8605Smrg</html> 44