Fix Jolt Physics Release Artifacts
Budget: €30 – €250 EUR
In my C++ game prototype I rely on the Jolt Physics engine together with an OpenGL renderer. The engine’s built-in debug drawing works perfectly in a Debug build, yet the moment I switch to a Release build every debug shape flickers and tears as if the depth test were fighting itself. These visual artifacts appear constantly, not just during collisions or other events.
All optimisation flags are the default ones generated by CMake for Release; no undefined-behaviour sanitiser is enabled. The core gameplay visuals are fine, only Jolt’s debug lines, wireframes and contact points are corrupted, so I suspect either a mis-configured compilation define, an aggressive inliner stripping something, or a state leak between Jolt’s debug renderer and my OpenGL pipeline.
What I’d like from you:
• Analyse the existing rendering path (Jolt draw calls, OpenGL state setup, shaders).
• Pinpoint the cause of the Release-only artefacts and supply a clear explanation.
• Provide a small, clean patch or pull request so the debug drawing renders identically in both Debug and Release configurations.
You’ll have access to the relevant subsystem files and a minimal repro scene; I can reproduce the issue on Windows and Linux, so cross-platform insight is welcome. If additional diagnostic tools such as RenderDoc or apitrace are helpful, feel free to use them.
Once the fix is in and verified on my side, the task is complete.
All optimisation flags are the default ones generated by CMake for Release; no undefined-behaviour sanitiser is enabled. The core gameplay visuals are fine, only Jolt’s debug lines, wireframes and contact points are corrupted, so I suspect either a mis-configured compilation define, an aggressive inliner stripping something, or a state leak between Jolt’s debug renderer and my OpenGL pipeline.
What I’d like from you:
• Analyse the existing rendering path (Jolt draw calls, OpenGL state setup, shaders).
• Pinpoint the cause of the Release-only artefacts and supply a clear explanation.
• Provide a small, clean patch or pull request so the debug drawing renders identically in both Debug and Release configurations.
You’ll have access to the relevant subsystem files and a minimal repro scene; I can reproduce the issue on Windows and Linux, so cross-platform insight is welcome. If additional diagnostic tools such as RenderDoc or apitrace are helpful, feel free to use them.
Once the fix is in and verified on my side, the task is complete.