Closed GoogleCodeExporter closed 8 years ago
Interesting, I got the same thing. The profiling code in Bullet is common for
all threads and there seems to be no thread safety implemented for it.
The P/Invoke version doesn't seem to have this problem for some reason. I still
got 0 ms.
Compiling Bullet with BT_NO_PROFILE should help.
Original comment by andres.traks
on 1 May 2014 at 1:28
I'm not sure why it wouldn't happen when using the P/Invoke version. Maybe a
difference in timing is causing Bullet's profiling code to react differently.
I've also experienced it not occur, but usually it would resurface the next
time the test application was run.
Things are looking good now, though. As you suggested, I recompiled with
BT_NO_PROFILE which seems to have fixed it. I've run the test application
several times with the new build and StepSimulation() times are staying put at
0ms. In-game physics times are remaining stable as well. Your help has been
very appreciated.
Original comment by shiny....@gmail.com
on 2 May 2014 at 12:02
Original comment by andres.traks
on 28 Aug 2014 at 8:06
Original issue reported on code.google.com by
shiny....@gmail.com
on 30 Apr 2014 at 11:38Attachments: