Logging is one of those things that we keep doing when debugging. The Very Simple Log Library provides a very basic logging mechanism that can ouput to strings and files.
gDEBugger, by graphicRemedy, was a very powerful standalone tool (still available in here) for debugging OpenGL and OpenCL. It could tell you all about your VBOs, textures, uniform values, show stats on function calls, show deprecated usage function, you name it.
Now its back! This time it works inside Visual Studio 2010. It basically performs the same functions as before, but integrated in the programming environment of VS 2010.
The new AMD version is available in here.
Debugging is something we all do. It is one of those things we can’t escape…
Tools like Visual Studio are very powerful for debugging purposes and provide lots of debug options and information. However most of us don’t master these tools properly. If this is the case then you might want to take a look at this tutorial by Abhijit Jana.
When we call a function from the OpenGL API we may be calling it incorrectly, and this is what
glGetError is good for. “Incorrectly” can mean several things, for instance, the parameters are not in a valid range, or a function is being called without a proper context.
Every time an error is detected a flag is set and a numeric code is recorded. Any errors afterwards won’t be recorded so we need to make sure we check for errors at the most significant points in your application.
This page describes in detail the behaviour of
gDEBugger – OpenGL and OpenCL Debugger, Profiler and Memory Analyzer.
A must have tool. It profiles your code using OpenGL with GLSL, showing the number of function calls, your data on the graphics hardware, shaders, uniforms, vertex data, … you name it. You can establish breakpoints at OpenGL functions and run it function by function, or frame by frame. It does not require any additions to your code, and even tells you if you’re calling deprecated functions.