error = gl.GetError()
gl.GetError()
returns the value of the error flag. Each detectable error is assigned a numeric code and symbolic name.
When an error occurs, the error flag is set to the appropriate error code value. No other errors are recorded until
gl.GetError()
is called, the error code is returned, and the flag is reset to #GL_NO_ERROR
. If a call to gl.GetError()
returns #GL_NO_ERROR
, there has been no detectable error since the last call to gl.GetError()
, or since the GL was initialized.
To allow for distributed implementations, there may be several error flags. If any single error flag has recorded an error,
the value of that flag is returned and that flag is reset to #GL_NO_ERROR
when gl.GetError()
is called. If more than one
flag has recorded an error, gl.GetError()
returns and clears an arbitrary error flag value. Thus, gl.GetError()
should always
be called in a loop, until it returns #GL_NO_ERROR
, if all error flags are to be reset.
Initially, all error flags are set to #GL_NO_ERROR
.
The following errors are currently defined:
#GL_NO_ERROR
#GL_INVALID_ENUM
#GL_INVALID_VALUE
#GL_INVALID_OPERATION
#GL_STACK_OVERFLOW
#GL_STACK_UNDERFLOW
#GL_OUT_OF_MEMORY
When an error flag is set, results of a GL operation are undefined only if #GL_OUT_OF_MEMORY
has occurred. In all other cases, the
command generating the error is ignored and has no effect on the GL state or frame buffer contents. If the generating command returns
a value, it returns 0. If gl.GetError()
itself generates an error, it returns 0.
Please consult an OpenGL reference manual for more information.
#GL_INVALID_OPERATION
is generated if gl.GetError()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End() . In this case, gl.GetError()
returns 0.