[1.0.22T5] Debug renderer - Zomg bug!

nargil

04-08-2009 23:01:00

Since it's 1.0.22 i think nobody cares, but I'm still using it, because I don't want to migrate. Now I discovered some strange behaviour with the World::CreateDebugRenderer , World::DestroyDebugRenderer
In a scene full of triangle meshes calling

mWorld->CreateDebugRenderer();
causes a huge framerate drop - that is obvious

now i destroy the renderer
mWorld->DestroyDebugRenderer();
and the framerate rises up, but at the 1/3 of the initial framerate before calling createDebugRenderer

Once you create the debug renderer, no matter what you do next (even destroy it) - you won't have your belowed high framerate.

BJ: Since i don't expect any fixes for bleeding - just make sure the problem doesn't occure in Bloody Mess (if it has a debugRenderer).
Took me a while to discover what makes my framerates so f****** low ;>

betajaen

04-08-2009 23:17:14

There was a similar bug in Bloody Mess as well. It was fixed, but the Visual Debugger is "disabled" because I was in the middle of rewriting it to allow multiple-scene Visual Debugging.

We have the infamous Remote Debugger though, and BloodyMess has tons of functions to communicate with it now; I wonder if I could send the Ogre meshes into the RemoteDebugger and debug Ogre and NxOgre remotely.

Hmmm...