Microsoft has no problems with doing a debug build that links against
release versions of the crt libraries, or any library for that matter.
The only time this poses a problem is when an application uses DLLs that
link to different types of the same library, or when preprocessor
defines like NDEBUG lead to header expansions that generate different
method signatures.  Usually, the DEBUG/NDEBEG macros aren't an issue,
since the code they generate is inlined anyhow, but in some cases DEBUG
will call methods that are undefined in the crt libraries (eg. heap
debugging functions).

In other words, there's no problem with making a debug build that uses
release versions of osg, so long as it is consistent and only uses
release versions of each of the osg libraries and crt.  However, I
wouldn't recommend getting into the habit of doing this, since it often
leads to complicated build systems that are harder to maintain.

As an example, opengl32 is a "release" library, but it works fine with
debug builds because all of the modules that come together all use the
same one.

Chase

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
> Sent: Tuesday, June 19, 2007 12:00 PM
> To: osg users
> Subject: RE: [osg-users] performance of "debug" builds
> 
> NO NO NO
> 
> On Windows you should NEVER NOT mix Release and Debug libraries
together,
> thanks to Microsoft this is simply not something you should do
> 
> As to why this is in the OSG archives we covered this several times
before
> on why you do NOT do this on windows.......
> 
> 
> just Dont do it ....................
> 
> Best Regards
> 
> Gordon
> 
> __________________________________________________________
> Gordon Tomlinson
> Email  : gordon.tomlinson @ overwatch.com
> YIM/AIM: Gordon3dBrit
> MSN IM : Gordon3dBrit @ 3dSceneGraph.com
> 
> __________________________________________________________
> Telephone (Cell): (+1) 571-265-2612 <-- Note New Number
> Telephone (Work): (+1) 703-437-7651
> 
> "Self defence is not a function of learning tricks
> but is a function of how quickly and intensely one
> can arouse one's instinct for survival"
> - Master Tambo Tetsura
> 
> 
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Bradford,
> Chase
> Sent: Tuesday, June 19, 2007 2:41 PM
> To: osg users
> Subject: RE: [osg-users] performance of "debug" builds
> 
> 
> Unless you need to step into the OSG code during debugging, you should
> be able to link your program against the release versions of OSG.
> 
> You will have to modify the Runtime Library used by Code Generation to
> match what osg release uses (Multi-threaded DLL iirc), so you'll also
> lose some other assert notifications raised internally.  However, you
> will be able to inspect your variables and achieve decent frame rates.
> 
> Chase
> 
> > -----Original Message-----
> > From: [EMAIL PROTECTED] [mailto:osg-users-
> > [EMAIL PROTECTED] On Behalf Of Stefan Kombrink
> > Sent: Tuesday, June 19, 2007 9:13 AM
> > To: osg users
> > Subject: Re: [osg-users] performance of "debug" builds
> >
> > Well, thanks to everybody that helped in that thread,
> >
> >
> >  I will try the "relwithdebinfo" configuration another time.
> > Last time the plugins didn't work in my app, but maybe I can find a
> > workaround.
> > The "release" builds seem to be the only way to get decent
performance
> > in my case.
> >
> > with regards,
> > Stefan >8^)
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> _______________________________________________
> osg-users mailing list
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> http://www.openscenegraph.org/
> 
> 
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