Valve's OpenGL debugger open-sourced
github.com
github.com
Would love to see someone with resources (i.e. Valve) somehow maintain it (or do something similar).
Here's an open source fork: http://glsl-debugger.github.io/
Nice to be able to alter your GLSL and see the results on the web page immediately.
They're probably talk more about whatever they're up to at GDC this year.
Perhaps they're feeling the pressure of more open/accessible tools like unity or unreal engine.
They've chosen to tackle these interests by deliberately doing things "wrong" right from the beginning. SteamOS/Steambox is all about having an open, accessible platform, and the release of development tools is all about getting people to develop for this platform so that users will adopt it.
Which commercial engines do offer full source code access?
Right now it doesn't perform well at all (using 2x more memory and being significantly slower on Intel GPUs) , and still comes with an annoying sound bug (https://github.com/ValveSoftware/Dota-2/issues/770)
The part about vogl starts at around 33 minutes and a demo at 40 minutes.
Edit: I'm... I'm an idiot! Apparently this is the tool I'm thinking of, or at least something similar.
Then, there are tools to analyze and inspect those logs. You can presumably replay a frame, and step through each GL call and inspect the data it is sending. I haven't tried building this yet, but it looks like it includes a tool to replay the GL calls, and some kind of interactive GUI.
Many C++ devs have a different idea on what idiomatic C++ should look like. C++11 really shakes things up as well.
There's no reason a "using namespace std;" is bad, as long as it isn't in the header. If it's in the header file, every file that includes that header will have it's namespace polluted with std declarations, and this leads to a big nasty chain of potential name conflicts (one header file includes another and so on and so forth).
For longer strings, it also seems to return -1 instead of doing what the standard says.
This app allows you to trace and capture events in code that calls openGL and to follow what's actually happening.