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Add debug #12

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Add debug #12

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AlainLich
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Hi,
the proposed changes permit the user to select debug information printout. I made a similar
pull request in GLWindow. Only tested in Julia 0.4.

  1. selection is performed by
    function setDebugLevels(flagOn::Bool,level::Int)
    2)Level (ORed bit values)
1 add traceback for constructors and related
4 print uniforms
8 print vertices
16 used for GLTypes.GLVertexArray
32 used for postRenderFunctions

Additional selection of the IO stream for debug output could be added. Will keep a separate addDebug branch for improvements (based for now on my own usage.

@SimonDanisch
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Hi sorry for being so slow...Have you looked into Lumberjack.jl for logging?
It could probably integrated with a macro and a global switch to completely turn the logging off, and then use lumberjack for the different logging levels.

@AlainLich
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Hi,

I had not thought about it, I see that it is in the Require list of GLAbstraction, so did you try it?
I will give it a try. For now I am redirecting STDERR to reduce the clutter of "Deprecated messages",
but could use a better stream.
Alain

@SimonDanisch
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Yes I experimented with it, but then more important things came up...
The branch rebuild is down to zero messages now =)
I hope I can integrate it with GLVisualize in the coming days!
That really would be a big step!

Best,
Simon

2015-03-25 21:22 GMT+01:00 AlainLich notifications@github.com:

Hi,

I had not thought about it, I see that it is in the Require list of
GLAbstraction, so did you try it?
I will give it a try. For now I am redirecting STDERR to reduce the
clutter of "Deprecated messages",
but could use a better stream.
Alain


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#12 (comment)
.

…ent standard virtual function for manip from subscreen mgr

Intent is that each RenderObject may export the set of functions to be used for object manipulation in its representation. The
virtual interface will have a fixed specification close to OpenGL definitions (model view, projections, viewport etc...). The
upshot is if you want to rotate in model space, you will look for the rotateFn (name may still vary), if it exists then it
will provide the rotation, if it does not exist, then the object has not been designed with this capability.
Conflicts:
	src/GLCamera.jl
	src/GLMatrixMath.jl
	src/GLTypes.jl
	src/GLUniforms.jl
All resolved by taking the upstream version; this suppresses some of
the additional debugging optional printout added 1 month ago.
   new modifications, including fix of julia04 tuples
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2 participants