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Graphics / Re: Differences in speed between DEBUG and RELEASE builds on Win32
« on: August 29, 2017, 09:00:44 pm »
I found the simple solution. Visual Studio Compiler Optimizations getting in the way!
For my Release build I simply set the following options:
C/C++ -> Optimization -> Optimization = Disabled (/Od)
C/C++ -> Optimization -> Enable Intrinsic Functions = No
NOTE: These are the default values for a DEBUG build but not for a RELEASE build so I just changed the two settings and all my problems went away!
...Just in case this can help someone else!
For my Release build I simply set the following options:
C/C++ -> Optimization -> Optimization = Disabled (/Od)
C/C++ -> Optimization -> Enable Intrinsic Functions = No
NOTE: These are the default values for a DEBUG build but not for a RELEASE build so I just changed the two settings and all my problems went away!
...Just in case this can help someone else!
The release mode is probably"too fast", thus you only get very small changes between frames, which leads to subpixel position, which again leads to OpenGL having to interpolate the actual position on a per pixel basis, which then leads to that the interpolation might end up rounding down for one frame and rounding up in the next frame.
What you want to do is still use a float for positioning, but before rendering round the position up or down to interger pixel positions.