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:
- Right click the project in the Visual Studio Solution Explorer and choose "Properties".
- Go-to C/C++ --> General --> Additional include directories and add "$(GDEBUGGER_HOME)\..\inc" as the first item in the include directories list.
- Go-to C/C++ --> Preprocessor --> Preprocessor Definitions and make sure that "WIN32" is defined and "WINCE" is not defined.
- Go-to Linker --> General --> Additional library directories and add "$(GDEBUGGER_HOME)\..\arch" as the first item in the include directories list.
- Go-to Linker --> Input --> Additional dependencies and add "libGLES_CM.lib".
- EGL Limitations:
Known limitations in the current implementation of gDEBugger ES:
- Only window surfaces are supported.
- eglMakeCurrent - The draw and read surface must be the same surface.
- Context data sharing is not supported (see eglCreateContext, share_context argument).
- Feedback:
gDEBugger ES is a new product - Let us know of any suggestion you have, issue you encounter and if you need any further assistance from us; please send emails to
we will be happy to receive any feedback from you...