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