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Frequently Asked Questions

General Issues

  • What is your privacy policy?
  • What type of support do you offer?
  • Installation Issues:

  • What do I have to do in order to install gDEBugger for evaluation?
  • Licensing Issues:

  • What are the licensing options?
  • What is a Node-Locked license?
  • What is a Floating license?
  • What is a Maintenance package?
  • Can I use Node-Locked and Floating licenses together?
  • How do I upgrade a Node-Locked license to a Floating license?
  • Technical Issues:

  • Which OpenGL version is supported?
  • Which OpenGL extensions are supported?
  • What are the "Frame terminators"?
  • What is "Context 0"?
  • How do I time OpenGL Calls?
  • Q: How can I optimize my application's render performance?
  • The gDEBugger does not stop on the breakpoints I defined.
  • How do I track changes to an OpenGL state variable value?
  • I am using a Delphi based OpenGL application, but I cannot see the application call stack in the Call Stack View.
  • I am using a Tao OpenGL based application, but I cannot debug my application using gDEBugger.
  • Error: "gDEBugger failed to attach to the debugged process".
  • Error: gDEBugger "second chance exception".
  •  


    General Issues

    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.

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    Q: 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.

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    Installation Issues

    Q: 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.

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    Licensing Issues

    Q: 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 (non node-locked) license.

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    Q: What is a Node-Locked license?

    A: A Node-Locked License can be used on a single computer only.

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    Q: What is a Floating license?

    A: A floating (non 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 product licenses more efficiently.

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    Q: What is a Maintenance package?

    A: Graphic Remedy's Software Maintenance Package provides product updates and technical support.

    Subscribers to the annual Maintenance Package receive:

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    Q: Can I use Node-Locked and Floating licenses together?

    A: Yes, there is no problem using a combination of network and dedicated licenses.

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    Q: 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.

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    Technical Issues

    Q: Which OpenGL version is supported?

    A: gDEBugger supports the debugging of applications based on any OpenGL version.

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    Q: Which OpenGL extensions are supported?

    A: Please have a look at our supported extensions web page.

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    Q: 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.

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    Q: What is "Context 0"?

    A: "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".

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    Q: How do I time OpenGL Calls?

    A: The graphic system is a pipelined system: a stage waits for the output of the previous stage. The pipeline runs as fast as its slowest stage, which is often called "the pipeline bottleneck".
    Most OpenGL functions return immediately after putting their data into a pipeline's input buffer (and do not wait until the pipeline completes processing the operation). Therefore, measuring the time each OpenGL function call took will usually not help in detecting the pipeline performance bottleneck.
    Instead, it is recommended to:
    a. Identify a graphic pipeline bottleneck
    b. Optimize the work done in this pipeline stage
    c. Repeat this process until reaching the desired performance level

    gDEBugger offers two mechanisms for identifying graphic pipeline performance bottlenecks:
    - Performance Counters
    - Performance Analysis Toolbar

    More information about the usage of these mechanisms can be found under the "Optimize Your Application Performance"

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    Q: How can I optimize my application's render performance?

    A: The graphic system is a pipelined system: a stage waits for the output of the previous stage. The pipeline runs as fast as its slowest stage, which is often called "the pipeline bottleneck".
    The process for removing performance bottlenecks usually involves the following stages:
    a. Identify a graphic pipeline bottleneck
    b. Optimize the work done in this pipeline stage
    c. Repeat this process until reaching the desired performance level

    gDEBugger offers two mechanisms for identifying graphic pipeline performance bottlenecks:
    - Performance Counters
    - Performance Analysis Toolbar

    More information about the usage of these mechanisms can be found under the "Optimize Your Application Performance"

    Before starting to optimize, it is recomended to "clean" the OpenGL usage of your application

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    Q: 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.

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    Q: 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.

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    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.

    For more information and getting the Map2Dbg utility please visit: www.wischik.com/lu/programmer/index.html#memwatch

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    Q: I am using a Tao OpenGL based application, but I cannot debug my application using gDEBugger.

    A: A simple solution for this problem would be to locate the assembly that uses tao.opengl.dll, they copy gDEBugger's spies\opengl32.dll into the directory in which this assembly resides. Do not forget to remove the copied opengl32.dll when your debug session is done.

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    Q: Error: "gDEBugger failed to attach to the debugged process".

    A: Please try the following as a workaround for this issue:

    We are working on a permanent solution for this problem. This will be available in one of our next versions.

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    Q: Error: gDEBugger "second chance exception".

    A: To help us fix this problem please do the following:

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