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OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics. The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes.
David Rogers, Ogre Mac OS X and iOS Maintainer, used gDEBugger iPhone extensively to debug and profile the OGRE iPhone port.
"We have been using gDEBugger extensively while developing the OGRE iPhone port. It has quickly become an invaluable tool for identifying performance issues."
"I had been working on the iPhone port of OGRE for several months before gDEBugger for iPhone was introduced and troubleshooting issues and bottlenecks was just a headache up until then."
"The statistics viewer is a great tool for mining data relating to specifically to OpenGL usage. In a single night I was able to achieve a 15% boost in frame rate by caching and eliminating redundant state changes that were uncovered in the statistics viewer."
"I've been using it pretty heavily recently while working on the OpenGL ES 2.0 render system for OGRE. We have a component that automatically generates shaders to replace the functionality of the fixed function pipeline. Using gDEBugger I found that the code generated in many of those shaders was hurting performance quite a bit. I tried out alternative methods by rewriting them by hand in the shader editor. Making changes and recompiling shaders on the fly is really slick and amazingly helpful. The benefit was an up to 400% increase in frame rate in our demos!"
"Debugging and analyzing on devices is fantastic. Besides being quick and easy to set up, the addition of performance counters really gives a highly detailed view of what's going on in real time."
"I highly recommend gDEBugger for anyone doing serious iPhone/iPad game or 3D work."