Original Post
Alright, here's my problem/observation. I created a soft skinned skeletal animation system using software vertex shaders. When I compile and run using VC++ 6, in retail mode, running either the retail or debug Direct3d drivers, everything works exactly as expected. It displays the model where it should, the animations look fine, everything is great.
Now, if I switch to debug mode in VC++, with either debug or retail drivers running, things get wierd.
The model is drawn up about 10-20 units I'd guess, though its hard to tell. The model is also incredibly stretched, and it may be upside down, it's really hard to tell.
I can run animations, but the model is totally screwed up. I wouldn't mind, but I'd really like to be able to use debug mode in the rest of the projects I'm going to create using the modeling system.
I've tried recompiling and starting new projects, but it doesn't seem to help. I can't really figure out what the deal is. I believe the problem started after I started using animations, instead of just static models.
If no one has any idea, I'll try reinstalling VC++ to see if something got screwed up somewhere. I'll let you know if I find anything else. Thanks a bunch.
[edited by - Cold_Steel on November 7, 2002 8:12:34 PM]