I simply cannot believe it, but ...
gDEBugger is going to be totally free!!!
This is great news for the whole community.
Please, check the link:
http://www.gremedy.com/purchase.php
I simply cannot believe it, but ...
gDEBugger is going to be totally free!!!
This is great news for the whole community.
Please, check the link:
http://www.gremedy.com/purchase.php
Wow... and considering how expensive it used to be. Can anyone venture a guess as to why they would do this?
Awesome!
My guess is that the desktop version did not generate enough revenue. As far as I can tell, the mobile (iPhone) versions will still need to be purchased, which is a reasonable business model (this is similar to Unity3d, for instance).
This is just a guess, but I wouldn't be surprised if new SKUs were to be released, with different features and capabilities.
I guess would be a revenue issue but also trouble to follow the technology progresses (Stock at OpenGL 3.2 and OpenGL ES 1.1, OpenCL announced but not release) and maybe a take over by the Khronos Group even if Graphic Remedy would continue to develop this tool.
Also the development of glslDevil is stopped (well there is still some sort of maintenance) I would really enjoy to see this tool becoming open source and see what happen.
We need some good tools!
Good News!
Das somebody know how to activate the downloadable version with the free licence? I don't know where to copy the .grl file...
Edit:
Ahh, never mind! There's a Licence Manager Tool where you specify the licence file :-)
It's great that it got released but it's actually not very good with the newer versions of opengl 3.2 and above. I have a deffered rendering app running that's just a few simple objects and it can't catch the texture data from my fbo. Also I set up a simple cube texture and it basically tells me that the format I picked for it is probably not valid so it gives me garbage while the other parts ones just say unknown.
It also says the glBindTexture is deprecated?
I don't think it plays well with gl3.2 and above (I'm using opengl 3.3 and it didn't say it supported it). You can change the context so I think it's at least perfect with opengl 3.1 and below versions not really 3.2 and above.
The one thing that I can at least count on is that the analyzing of the opengl functions I use works no problems.
by the way I wasn't paying to much attention when opengl 3.0 - 3.1 was the highest was glBindTexture really deprecated at that time?
the truth is I think I may not have messed with it enough so maybe I'm missing something.
Yeah that's what I figured. Looking back at my post I didn't completely say what I meant which was that those functions just like you guys said were never deprecated. I also saw that it only really supported opengl 3.1 not really 3.2/3.3 and decided to ignore those messages.
I still find it useful for certain things like state redundancy and easily checking values.
I am curious what they are going to do for those who use 4.x and hope that they just take the bit more time to make it work with 3.3 since there weren't very many functions added between 3.2 and 3.3 anyway.
On the blog of the awesome book "Real-Time rendering", Eric Haines is guessing that AMD might be buying Graphic Remedy:
http://www.realtimerendering.com/blo...r-is-now-free/
However, the actual article he is referring to is a rumor from July 2010.
i dont want start new thread. but when i start gDEBugger in system information i getwhen i run glxinfo i got the same 1.4 (4.0... version stringRenderer Version 1.4 (4.0.10317 Compatibility Profile Context)
it is same as i set LIBGL_ALWAYS_INDIRECT for this i can't run any non-FFP application.