There is no way to distinguish the fake calls from those actually
made by the application yet.
+* Huge traces will be generated for applications that make extensive use of
+ immediate mode drawing (ie., glBegin/glEnd), use vertex/element arrays in
+ user memory, or generate a lot of dynamic vertex data per frame.
+
+ However, this should not be a problem for modern OpenGL applications that
+ make an efficient use of VBOs and vertex shaders.
+
* On MacOSX, the internal OpenGL calls done by GLU are not traced yet.
Retracing
---------
+* Replaying can take substantially more CPU due to the overhead of reading the
+ trace file from disk.
+
+ However, the overhead should not be significant for modern 3D applications
+ that do efficient use of VBOs and vertex shaders. The communication between
+ CPU to GPU can easily be a bottleneck on the powerful discrete GPUs of
+ nowadays, and trace overhead tend to be propotional so it is not a
+ coincidence that applications that are optimized for modern GPUs will also be
+ traced and replayed efficiently.
+
* glretrace needs to infer window sizes from glViewport calls, because calls
that create/resize windows happen outside of OpenGL and are not traced.
Therefore window will be missing if the application relies on the default