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93 lines
4.6 KiB
93 lines
4.6 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013 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 to common building and rendering issues. |
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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", you might want to |
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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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`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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@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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