So I decided to test the gDEbugger from graphicREMEDY for OpenGL ES. I got an error message indicating a second hand exception and there was not much I can do about it. I posted my problem in their online forum, but did not get any response so far.
I guess with the decreasing market of OpenGL there is not much money in providing a debugger for this API. In games, less companies do PC games anymore and OpenGL is not used by any AAA title anymore on the main PC platform Windows.
I was hoping that they target the upcoming OpenGL ES market, but this might be still in its infanty. If anyone knows a tool to debug OpenGL ES similar to PIX or GcmReplay, I would appreciate a hint. To debug I would work on the PC platform ... in other words I have a PC and an iPhone version of the game :-)
Update January 19th: graphicRemedy actually came back to me and asked me to send in source code ... very nice.
Friday, January 18, 2008
Tuesday, January 8, 2008
San Angeles Observation on the iPhone
I ported the San Angeles Observation demo from Jetro Lauha to the iPhone (www.oolongengine.com). You can find the original version here
http://iki.fi/jetro/
This demo throws about 60k polys onto the iPhone and runs quite slow :-(. I will double check with Apple that this is not due to a lame OpenGL ES implementation on the phone.
I am thinking about porting other stuff now over to the phone or working on getting a more mature feature set for the engine ... porting is nearly more fun, because you can show a result afterwards :-) ... let's see.
http://iki.fi/jetro/
This demo throws about 60k polys onto the iPhone and runs quite slow :-(. I will double check with Apple that this is not due to a lame OpenGL ES implementation on the phone.
I am thinking about porting other stuff now over to the phone or working on getting a more mature feature set for the engine ... porting is nearly more fun, because you can show a result afterwards :-) ... let's see.
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