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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page troubleshooting Troubleshooting
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@brief Various tricks to overcome common building and rendering issues.
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@m_footernavigation
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@section troubleshooting-building Building issues
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If your project suddenly stops building after Magnum upgrade, check these
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things:
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- If the building fails on CMake step, be sure that you have up-to-date
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`FindCorrade.cmake`, `FindMagnum.cmake` and other CMake modules in your
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project (`FindSDL2.cmake`). They are contained in `modules/` directory of
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Magnum sources (and sources of other projects) also are installed into
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`share/cmake/Magnum`.
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- In some cases when the changes done to build system are too drastic,
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recreating the build dir or clearing CMake cache is needed, but this is
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a very rare occasion.
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- The library is constantly evolving, thus some API might get deprecated over
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time (and later removed). Either build the libraries with `BUILD_DEPRECATED`
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or switch to non-deprecated features. See @ref building for more
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information.
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@section troubleshooting-rendering Rendering issues
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If you are experiencing so-called "black screen of death", weird behavior or
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crashes on GL calls, you might want to try these things:
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- Verify that @ref Renderer::error() "no OpenGL error was emitted".
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- Check that you use only extensions that are
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@ref Context::isExtensionSupported() "available on your system".
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- Check that you didn't exceed any implementation-defined limit (see
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@ref magnum-info output for list of all of them).
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- Enable @ref DebugMessage "debug output" to see more detailed errors,
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warnings and performance hints.
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- If using framebuffer objects, @ref Framebuffer::checkStatus() "check that they are complete".
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- Change @ref Renderer::setClearColor() "framebuffer clear color" to
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something else than black to verify that at least something is drawn.
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- If nothing is drawn, use @ref PrimitiveQuery to check that at least some
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primitives were generated. Use @ref SampleQuery to check whether fragments
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were drawn.
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- Verify that the mesh is properly set up --- nonzero vertex/index count,
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matching type in buffer and @ref Mesh::addVertexBuffer() "vertex specification",
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properly set up @ref Mesh::setIndexBuffer() "index buffer" and index count
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for indexed mesh. If you specified index range, be sure that all indices
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fall into it, otherwise you would get undefined behavior.
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- Try disabling @ref Renderer::Feature::DepthTest "depth test",
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@ref Renderer::Feature::FaceCulling "face culling" and other renderer
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features that might affect the fragments.
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- Verify that your projection and transformation matrix is properly set up ---
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try drawing points instead of triangles, to see if they are at least at
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proper places.
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- @ref AbstractShaderProgram::validate() "Validate the shader", check that
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all used uniforms and attributes have proper locations. Try reducing it
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until it is able to draw something, possibly also with some simpler mesh.
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- Magnum tracks the OpenGL state to improve performance, but the tracker can
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get confused if you or any other library are doing OpenGL calls outside of
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Magnum. You can use @ref Context::resetState() to reset the internal state
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tracker. The other library also needs to be aware of this fact (either
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setting all state explicitly every time or having similar ability to reset
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its state tracker), otherwise you may need to save and restore GL state
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manually for that library to work.
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@section troubleshooting-debugging Debugging rendering
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- Enable @ref DebugMessage "debug output" to see additional performance hints
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and implementation-dependent information.
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- Use @ref TimeQuery to find hot spots in the rendering code.
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- @ref DebugMessage::insert() "Mark relevant parts of code" to find them
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easier in the debugger.
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- Use ApiTrace to trace the program call by call, verify buffer and texture
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contents, vertex binding and count of generated primitives, rendered
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fragments and time spent in various calls.
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*/
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}
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