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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T13:31:38+00:00 2026-05-28T13:31:38+00:00

I’m writing an OpenGL 2D library in Python. Everything is going great, and the

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I’m writing an OpenGL 2D library in Python. Everything is going great, and the codebase is steadily growing.

Now I want to write unit tests so I don’t accidently bring in new bugs while fixing others/making new features. But I have no idea how those would work with graphics libraries.

Some things I thought of:

  • make reference screenshots and compare them with autogenerated screenshots in the tests
  • replace opengl calls with logging statements and compare logs

But both seem a bad idea. What is the common way to test graphics libraries?

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  1. Editorial Team
    Editorial Team
    2026-05-28T13:31:39+00:00Added an answer on May 28, 2026 at 1:31 pm

    The approach I have used in the past for component level testing is:

    • Use a uniform colored background, with a few different colors.
    • Use uniform colored rectangles as graphical objects in tests (with a few different colors).
    • Place rectangles in known places where you can calculate their projected position in the image by yourself.
    • Calculate expected intensity of each channel of each pixel (background, foreground or mixture).
    • If you have a test scenario that results in non-round positions, use a non-accurate compare (e.g. correlation)
    • Use calculations to create expected result images.
    • Compare output images to expected result images.
    • If you have a blur effect, compare sum of intensity instead of discrete intensities.

    As graham stated, internal units may be unit-testable free from graphics calls.

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