Hi Chris, In theory there shouldn't be any difference in behaviour between release and debug except for performance. My best guess as for a cause of differences would be an uninitialized variable somewhere in the scene graph or application setup. If you have a tool for analysing uninitialized variables us this to see if this might be the cause and where the problem is.
Robert. On 10 November 2014 15:20, Chris Hidden <[email protected]> wrote: > Hey Everyone > > A while ago I posted a topic on a low frame rate and seemed to have > potentially solved it by running our application in release mode. I am > fairly new to graphics programming and didn't realize the difference was so > great. > > I then had a son born and have been away for a while! :D. Now I'm back to > work and I've run into a new problem. > > Two hand models are animated on the screen using data from our in house > API which gets positional data from a LeapMotion. > > In release mode the model hands disappear on start up. They seem to flash > and then distort and then vanish in the blink of an eye. If I debug to a > log file looking at a bone on that hand it seems to be continuously 0. > However if I run it in debug mode the hand models work perfectly fine. > > We're a little stumped as to how this was happening and I thought I'd > check and see if anyone has ever had similar problems and if it could be > the way I'm handling things on the OSG side. Its of course very possible > its a bug on our end with our API software, but its always nice to check > and see if anyone has any ideas or suggestions while we continue to delve. > > I update the hand positioning using and UpdateCallback class that reads > position data from a queue every frame and translates it into a matrix > which is then used to position the hand model. Also when the API notifies > the hands as tracked the hand model is child to a Switch Node which I then > hide or show using: > handsSw->setValue(0, true); > & handsSw->setValue(0, false); > > handsSw which is a Switch has a child; handModel which is a PAT which in > turn has the model-node as ITS child. > > Thank you! > > Cheers, > Chris > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=61559#61559 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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