As a once-upon-a-time iOS game dev, I can see it being used to handle In-App purchases where your game will only progress after you have purchased something and you get a key to decrypt the next level stuff. I can see it being used in that way. That's why I posted it here. It seemed interesting.
that's not pirating. you cannot own an idea (and i would say software patents aren't good, despite their current prevalence). If the market demands good looking games, i guess as an indie, you either just have to compete, or die out like any other business would.
Also OpenGL debugging tools do exist and they work by hooking OpenGL and using the OpenGL accessor functions to show you the contents of every OpenGL object.
Actually you'd not even need to inject a libGL.so at all. You could as well just modify the PLT/GOT entries for the glDraw… functions to a dumper function and then jmp to the actual glDraw… call. This could be done using the system debugging APIs.