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Q: What is your privacy policy?
A: We at Graphic Remedy are committed to respecting your online privacy. Please have a look at our privacy policy statement.
Back to topQ: What type of support do you offer?
A: We offer our customers a maintenance package which provides technical support and version upgrades. Please have a look at our support page.
Back to topQ: What do I have to do in order to install gDEBugger for evaluation?
A: Installing gDEBugger usually takes less than 2 minutes of your time. After downloading and running a simple Windows Installer Setup program (which doesn't even require a reboot), you start debugging your OpenGL based program immediately.
Back to topQ: What are the licensing options?
A: Graphic Remedy`s products can either be licensed for use on a single PC, using a dedicated (node-locked) license, or they can be used on any PC within the local network with an access to a license server via a floating (not node-locked) license.
Back to topQ: What is a Node-Locked license?
A: A Node-Locked License can be used on a single computer only.
Back to topQ: What is a Floating license?
A: A floating (not node-locked) license is a license which is generated by a license server and is not locked to a particular PC. This enables a team of developers to share a pool of Graphic Remedy`s products licenses more efficiently.
Back to topQ: Can I use Node-Locked and Floating licenses together?
A: Yes, there is no problem using a combination of network and dedicated licenses.
Back to topQ: How do I upgrade a Node-Locked license to a Floating license?
A: To upgrade your dedicated Node-Locked licenses to Floating licenses, send a request by e-mail to . Our Sales team will be happy to assist you.
Back to topQ: Which OpenGL version is supported?
A: gDEBugger currently supports all OpenGL versions up to version 2.1 standard.
Back to topQ: Which OpenGL extensions are supported?
A: Please have a look at our supported extensions web page.
Back to topQ: What are the "Frame terminators"?
A: Frame terminators are the functions that end your application render frame. Using them enables you to view the log of a single render frame.
Back to topA: "Context 0" is the "No context" context. When no context is current to the calling thread, gDEBugger logs OpenGL, WGL, EGL and extensions calls into "Context 0".
Back to topQ: The gDEBugger does not stop on the breakpoints I defined.
A: Check to see if the "Ignore all breakpoints" checkbox in the "Breakpoints" dialog (CTRL+B) is checked.
Back to topQ: How do I track changes to an OpenGL state variable value?
A: There are two options for doing this:
1. Add the state variable to your OpenGL state variables view. When
the variable's value changes, it is colored blue.
2. Save two OpenGL state variables snapshots to a file, each from a
different execution scenario of your program. Then compare the state
variables snapshot files using a diff tool.
Q: I am using a Delphi based OpenGL application, but I cannot see the application call stack in the Call Stack View.
A: gDEBugger symbol engine reads Microsoft debug information file formats. Delphi uses a Borland debug information file formats. One way to workaround this problem is to use the Map2Dbg utility, by Lucian Wischik, which takes a Borland-generated .MAP file, generates the appropriate Microsoft .DBG file, and marks the executable with a flag saying that the debug-information has been stripped out.
Q: Error: "gDEBugger failed to attach to the debugged process".
A: Please try the following as a workaround for this issue:
Q: Error: gDEBugger "second chance exception".
A: To help us fix this problem please do the following: