I'm seeing some behavior that seems strange, and I can't put a
finger on what's causing it.
I have a model viewer application that displays skinned mesh
models (my own mesh classes, not d3dx meshes) using either the
fixed-function pipeline or a vertex shader (both using hardware
vertex processing on an GeForce 4 card)
When I run the app using the debug version of DirectX, the
vertex shader is faster than fixed-function rendering, which
is what I expected. However, when I switch to the retail
version, fixed-function rendering is as fast or faster than the
vertex shader technique, which I did not expect at all.
I'm getting the maximum amount of debug info when running
the debug version, so I don't think there's some validation
failure that's causing the issue when I switch to retail, but while
I continue to try to understand why I'm seeing this, I wanted
to throw it out there to see if anyone had run into anything like