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gDEBugger ES Setup Instructions

Setting up DevStudio project to use gDEBugger ES

To use gDEBugger ES and Graphic Remedy's OpenGL ES implementation in your project you will need to modify the Microsoft Visual Studio projects settings to introduce the OpenGL ES header files and libraries.

Please follow these steps to modify the project settings:

  1. Right click the project in the Visual Studio Solution Explorer and choose "Properties".
  2. Go-to C/C++ --> General --> Additional include directories and add "$(GDEBUGGER_HOME)\..\inc" as the first item in the include directories list.
  3. Go-to C/C++ --> Preprocessor --> Preprocessor Definitions and make sure that "WIN32" is defined and "WINCE" is not defined.
  4. Go-to Linker --> General --> Additional library directories and add "$(GDEBUGGER_HOME)\..\arch" as the first item in the include directories list.
  5. Go-to Linker --> Input --> Additional dependencies and add "libGLES_CM.lib".

EGL Limitations

Known limitations in the current implementation of gDEBugger ES:

  1. Only window surfaces are supported.
  2. eglMakeCurrent - The draw and read surface must be the same surface.
  3. Context data sharing is not supported (see eglCreateContext, share_context argument).