
Speed Topic is solved
Speed
Ok, i have a problem with ogre and its speed, although it could very well (it probably is
) me. WHa ti have done is used ogre ref app, and using a generic scene manager. I have a class that loads a map( its a simple tile map -- either a wall or a floor tile ) and it creates the ODE entities using the reference applayer. No dybnamics or anything, they are just static. The level i have loaded is a 10 by 10 matrix and the dimensions of each cube is 100x100x100. When run in debug mode, i get roughly .3 frames a second, but in release mode i get 180+. What could cause this slowdown/how coudl i do this better?

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- Gnoblar
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You somewhat answered the question yourself: it's debug vs. release mode.
That's just one of the properties of debug mode: it's slow. Sometimes, it's not so bad; other times (such as in your case) the difference is painfully visible.
One thing you could do is tweak your debug mode project settings, see if you can turn on optimizations or whatever without turning off the debugging information. However, I'm not sure that's possible.
Another idea would be to link the debug version of your program against a release version of Ogre (as opposed to a debug version of Ogre.) Same for ODE. That way, only your code is in debug mode and therefore slowing down.
That's just one of the properties of debug mode: it's slow. Sometimes, it's not so bad; other times (such as in your case) the difference is painfully visible.
One thing you could do is tweak your debug mode project settings, see if you can turn on optimizations or whatever without turning off the debugging information. However, I'm not sure that's possible.
Another idea would be to link the debug version of your program against a release version of Ogre (as opposed to a debug version of Ogre.) Same for ODE. That way, only your code is in debug mode and therefore slowing down.
- david haley -
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- Gnoblar
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This could also be a effect of memory leaks. I once experienced massive slowdowns in debug mode while the app ran perfectly fine in release mode for quite some time. It turned out that I was passing a pointer to an INT when I was supposed to pass a pointer to an array of INT. I presume the debugger slowed down cause it kept trapping the memory leaks, while the release version more or less ignored them.
I'm far from an expert though.
I'm far from an expert though.
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