[Bf-committers] gDEBugger GDC Video: Advanced OpenGL, OpenGL ES and OpenCL debugging and profiling using gDEBugger
Damien Plisson
damien.plisson at yahoo.fr
Wed Mar 24 21:45:29 CET 2010
At least on OSX, you have the bundled tools with XCode: OpenGL profiler app (more basic, but that starts to give you hints), Shark, and Instruments for various CPU/system monitoring...
Le 24 mars 2010 à 17:38, Dalai Felinto a écrit :
> Complementing:
> gdebugger has a trial for 7 days and is cross-plataform. The price is not
> cheap ($790 Node Locked and $2450 Floating - * Linux has only floating) but
> I believe they are other tools out there that can do similar and are open
> software. Not sure about interface, performance, ...
>
> Cheers,
> Dalai
>
> 2010/3/24 Dalai Felinto <dfelinto at gmail.com>
>
>> Hi folks,
>> I watched the following video and I'm quite impressed:
>> http://nvidia.fullviewmedia.com/gdc2010/13-avi-shapira.html
>>
>> In BGE current profiling the whole Rasterizer is keep as an unique entry.
>> With this debugger you can actually see where is the actual bottleneck
>> (Fragment, Vertex, ...). The same can be applied for Blender I believe.
>>
>> When I find time I'll try to run it on simple BGE demos. I have a feeling
>> that this can help to fix some bugs we have (e.g. alpha flickering). Also
>> from a user perspective, that sounds as a handy tool to help
>> game optimization (assuming we can tackle the main BGE GL problems that may
>> be present).
>>
>> Maybe an interesting GSOC for someone? (to implement openGL Rasterizer
>> profile and fix/optimize BGE openGL errors)?
>>
>> Cheers,
>> Dalai
>>
>> http://blenderecia.orgfree.com
>>
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