-<HTML>
+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
+<html lang="en">
+<head>
+ <meta http-equiv="content-type" content="text/html; charset=utf-8">
+ <title>Debugging Tips</title>
+ <link rel="stylesheet" type="text/css" href="mesa.css">
+</head>
+<body>
-<TITLE>Debugging Tips</TITLE>
+<div class="header">
+ The Mesa 3D Graphics Library
+</div>
-<link rel="stylesheet" type="text/css" href="mesa.css"></head>
+<iframe src="contents.html"></iframe>
+<div class="content">
-<BODY>
-
-<H1>Debugging Tips</H1>
+<h1>Debugging Tips</h1>
<p>
Normally Mesa (and OpenGL) records but does not notify the user of
errors. It is up to the application to call
<code>glGetError</code> to check for errors. Mesa supports an
- environment variable, MESA_DEBUG, to help with debugging. If
- MESA_DEBUG is defined, a message will be printed to stdout whenever
- an error occurs.
+ environment variable, <code>MESA_DEBUG</code>, to help with debugging. If
+ <code>MESA_DEBUG</code> is defined, a message will be printed to stdout
+ whenever an error occurs.
</p>
<p>
- More extensive error checking is done when Mesa is compiled with the
- DEBUG symbol defined. You'll have to edit the Make-config file and
- add -DDEBUG to the CFLAGS line for your system configuration. You may
- also want to replace any optimization flags with the -g flag so you can
- use your debugger. After you've edited Make-config type 'make clean'
- before recompiling.
+ More extensive error checking is done in DEBUG builds
+ (<code>--buildtype debug</code> for meson, <code>build=debug</code> for scons).
</p>
<p>
- In your debugger you can set a breakpoint in _mesa_error() to trap Mesa
- errors.
+ In your debugger you can set a breakpoint in <code>_mesa_error()</code> to trap
+ Mesa errors.
</p>
<p>
There is a display list printing/debugging facility. See the end of
- src/dlist.c for details.
+ <code>src/dlist.c</code> for details.
</p>
-</BODY>
-</HTML>
+</div>
+</body>
+</html>