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
>
>
>
>
>
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