debug && realese mode
Hi,
I have a strange problem with some open GL/ visual 6 code
I '' m just drawing a quad with a texture ,
I works fine in debug mode but when I switched to realese ,
the quad became invisible
Is anybody have any idea about how to fix that ?
Of course, figure out what you did wrong. 
Post your code.

Post your code.
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Ok
you can download it from
http://perso.wanadoo.fr/venomelektro/3mot_26.zip
No executable are included but If you try to compile it ,
you will see that in debug mode the exit quad if fine rendered in level 1 and 2
and in realese mode , when you jump from level 1 to 2 , there is a bug with the exit rendering
Thanx in advance .
you can download it from
http://perso.wanadoo.fr/venomelektro/3mot_26.zip
No executable are included but If you try to compile it ,
you will see that in debug mode the exit quad if fine rendered in level 1 and 2
and in realese mode , when you jump from level 1 to 2 , there is a bug with the exit rendering
Thanx in advance .
Check that your linker options are the same for both debug and release projects in MSVC.
When I compile my program in release mode, I got the follow warning...
LINK : warning LNK4089: all references to "ADVAPI32.dll" discarded by /OPT:REF
How can I solve this problem? Thanks you.
LINK : warning LNK4089: all references to "ADVAPI32.dll" discarded by /OPT:REF
How can I solve this problem? Thanks you.
LINK : warning LNK4089: all references to "ADVAPI32.dll" discarded by /OPT:REF
you don''t need to worry about that.
the simple answer to your question is that you have screwed up somewhere.
the more complex answer is that you most likly have a variable somewhere you are using that you havn''t defined before you use it. depending on the OS, in a release build, all new variable memory will either be zero''d, or simply random noise.. In a debug build, I''m not too sure, but I believe that all bits are set alternatly (or a strange pattern to this effect)
what this will mean is that, say, you have a bool called ''drawQuad''
if you don''t set it, in release it may be set to 0 (false) whereas in debug it could be set to something odd like 128.. this would have a different result when running your app.
This is also a common problem when using inheritance, and replacing an init function.. I do this a bit, eg, a while ago, in my d3d renderer, I forgot to set a boolean called ''multiTexturingSupported''... in debug everything was fine... in release, needless to say, it fell back to multi-pass (which is a disaster when you need specific texture unit blend modes like Dot3) and I couldn''t for the life of me work out why...
| - Project-X - my mega project.. big things comming soon - | - adDeath - an ad blocker I made - | - email me - |
you don''t need to worry about that.
the simple answer to your question is that you have screwed up somewhere.
the more complex answer is that you most likly have a variable somewhere you are using that you havn''t defined before you use it. depending on the OS, in a release build, all new variable memory will either be zero''d, or simply random noise.. In a debug build, I''m not too sure, but I believe that all bits are set alternatly (or a strange pattern to this effect)
what this will mean is that, say, you have a bool called ''drawQuad''
if you don''t set it, in release it may be set to 0 (false) whereas in debug it could be set to something odd like 128.. this would have a different result when running your app.
This is also a common problem when using inheritance, and replacing an init function.. I do this a bit, eg, a while ago, in my d3d renderer, I forgot to set a boolean called ''multiTexturingSupported''... in debug everything was fine... in release, needless to say, it fell back to multi-pass (which is a disaster when you need specific texture unit blend modes like Dot3) and I couldn''t for the life of me work out why...
| - Project-X - my mega project.. big things comming soon - | - adDeath - an ad blocker I made - | - email me - |
Thanks RipTorn. Do u know any method that can find out which variable I haven''t define well before use?
yup. trial and error 
either that or step through the code.
possibly turing up the compiler warning level, but thats unlikly.
| - Project-X - my mega project.. big things comming soon - | - adDeath - an ad blocker I made - | - email me - |

either that or step through the code.
possibly turing up the compiler warning level, but thats unlikly.
| - Project-X - my mega project.. big things comming soon - | - adDeath - an ad blocker I made - | - email me - |
Ok,
I know now that something bad happen this the memmory in the realese mode but I didn''t succeed to fix that
All the variables I use in my Render_Exit function seems to be ok : good texture pointer , good sector3 coordianates
And I dont understand why It happens only from level 1 to level 2
I know now that something bad happen this the memmory in the realese mode but I didn''t succeed to fix that
All the variables I use in my Render_Exit function seems to be ok : good texture pointer , good sector3 coordianates
And I dont understand why It happens only from level 1 to level 2
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