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-Tau-

Texture colors, debug/release

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Everything works fine in debug version, but when i switch to release shadows and reflection above water are somehow weird. Some objects wont cast shadows at all, and some doesn't seem to work properly. Problems with reflection are only above water. Below water works both relfection and refraction, but above water is only refraction ok, reflection is diplayed with wrong colors.

I include images, also UI textures are darker in release version. Some aren't aven visible, no idea why.

 

Does anyone know the possible reasons for such errors?

 

debug reflection

http://img.pictureup.cz/19092013/1b316d7bb5b2a3834edcb9f95d131c3e4858b906.png

release reflection

http://img.pictureup.cz/19092013/658e95aa048d149cf5687bac130f8daf2878dc91.png

debug shadows

http://img.pictureup.cz/19092013/7f865425919898796061b76a9b3d90849ca386f1.png

release shadows

http://img.pictureup.cz/19092013/8c30b92c80259e75887593cd465149eb412e4996.png

 

Edit:

Refraction is wrong too when rendering below water, which means rendering geometry above water to texture doesn't work as it should.

Edited by -Tau-

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It's very weird... 
The only one thing I imagine is how are stored your shader code's files ?
If they are separated files, are you sure that the release version is using the corrects files (last code versions, folders, ..) as the debug ?
(sorry for my poor english)

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I didn't find any mistakes in vertex delcaration yet but it might be caused by this. I also noticed that geometry in reflection texture is translucent.

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I would take a frame capture PIX and compare DX calls, textures, etc... in release vs debug. Surely there will be some difference.

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Thanks for the tip, unfortunately, i never used PIX befor, so after reading few tutorials, the only thing i noticed so far is, that in debug mode the scene is divided with DXUT_BeginPerfEvent.

Edit:

Cull mode appears to be set to none in release version and when i changed it to CCW all textures that were drawn with ID3DXSprite disapeared.

Edited by -Tau-

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Ok nevermind, one of the stupidest mistake in this project so far:

	CDXUTTextHelper txtHelper( pFont, pTextSprite, 15 );
	txtHelper.Begin();
#if defined(DEBUG)

	// debug prints

	txtHelper.End();
#endif

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