Revert "imx: make use of loader_open_render_node(..) helper"
[mesa.git] / docs / debugging.html
1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
2 <html lang="en">
3 <head>
4 <meta http-equiv="content-type" content="text/html; charset=utf-8">
5 <title>Debugging Tips</title>
6 <link rel="stylesheet" type="text/css" href="mesa.css">
7 </head>
8 <body>
9
10 <div class="header">
11 <h1>The Mesa 3D Graphics Library</h1>
12 </div>
13
14 <iframe src="contents.html"></iframe>
15 <div class="content">
16
17 <h1>Debugging Tips</h1>
18
19 <p>
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
23 environment variable, MESA_DEBUG, to help with debugging. If
24 MESA_DEBUG is defined, a message will be printed to stdout whenever
25 an error occurs.
26 </p>
27
28 <p>
29 More extensive error checking is done when Mesa is compiled with the
30 DEBUG symbol defined. You'll have to edit the Make-config file and
31 add -DDEBUG to the CFLAGS line for your system configuration. You may
32 also want to replace any optimization flags with the -g flag so you can
33 use your debugger. After you've edited Make-config type 'make clean'
34 before recompiling.
35 </p>
36 <p>
37 In your debugger you can set a breakpoint in _mesa_error() to trap Mesa
38 errors.
39 </p>
40 <p>
41 There is a display list printing/debugging facility. See the end of
42 src/dlist.c for details.
43 </p>
44
45 </div>
46 </body>
47 </html>