Release モードで cow.dae を読み込むとクラッシュ

When completing the 2.7 BVH experiment, this situation occurred, and there was no error message—just an immediate crash.
What could be the cause?
(Executed the following commands in order, and confirmed that the changes to CMakeLists.txt are correct:
image

Resolved, it was my implementation error.)

cmake_minimum_required(VERSION 3.5)
project(dandelion VERSION 1.1)

set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED TRUE)
set(CMAKE_CONFIGURATION_TYPES "Debug;Release")
if (CMAKE_BUILD_TYPE MATCHES "(Debug)|(Release)")
    message("Current build type: ${CMAKE_BUILD_TYPE}")
else()
    message("Set default build type to Debug.")
    set(CMAKE_BUILD_TYPE "Debug")
endif()
set(CMAKE_EXPORT_COMPILE_COMMANDS TRUE)

add_subdirectory(deps/glfw)
add_subdirectory(deps/fmt)

set(ASSIMP_BUILD_ALL_IMPORTERS_BY_DEFAULT OFF CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_ALL_EXPORTERS_BY_DEFAULT OFF CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
set(ASSIMP_BUILD_COLLADA_IMPORTER TRUE)
set(ASSIMP_BUILD_OBJ_IMPORTER TRUE)
set(ASSIMP_BUILD_FBX_IMPORTER TRUE)
add_subdirectory(deps/assimp)

set(GLAD_SOURCES
    deps/glad/src/glad.c
)
set(IMGUI_SOURCES
    deps/imgui/imgui.cpp
    deps/imgui/imgui_demo.cpp
    deps/imgui/imgui_draw.cpp
    deps/imgui/imgui_tables.cpp
    deps/imgui/imgui_widgets.cpp
    deps/imgui/imgui_impl_glfw.cpp
    deps/imgui/imgui_impl_opengl3.cpp
)

set(DANDELION_PLATFORM_SOURCES
    src/platform/platform.cpp
    src/platform/gl.cpp
    src/platform/shader.cpp
)
set(DANDELION_UI_SOURCES
    src/ui/controller.cpp
    src/ui/menubar.cpp
    src/ui/toolbar.cpp
)
set(DANDELION_SCENE_SOURCES
    src/scene/scene.cpp
    src/scene/group.cpp
    src/scene/object.cpp
    src/scene/camera.cpp
    src/scene/light.cpp
)
set(DANDELION_UTILS_SOURCES
    src/utils/stb_image_wrapper.cpp
    src/utils/ray.cpp
    src/utils/aabb.cpp
    src/utils/bvh.cpp
    src/utils/kinetic_state.cpp
    src/utils/logger.cpp
)
set(DANDELION_RENDER_SOURCES
    src/render/shader.cpp
    src/render/rasterizer.cpp
    src/render/rasterizer_renderer.cpp
    src/render/whitted_renderer.cpp
    src/render/render_engine.cpp
    src/render/triangle.cpp
)
set(DANDELION_GEOMETRY_SOURCES
    src/geometry/halfedge_mesh.cpp
    src/geometry/meshedit.cpp
    src/geometry/halfedge.cpp
    src/geometry/vertex.cpp
    src/geometry/edge.cpp
    src/geometry/face.cpp
)
set(DANDELION_SIMULATION_SOURCES
    src/simulation/solver.cpp
)

set(SOURCES
    src/main.cpp
    ${DANDELION_PLATFORM_SOURCES}
    ${DANDELION_UI_SOURCES}
    ${DANDELION_SCENE_SOURCES}
    ${DANDELION_UTILS_SOURCES}
    ${DANDELION_RENDER_SOURCES}
    ${DANDELION_GEOMETRY_SOURCES}
    ${DANDELION_SIMULATION_SOURCES}
    ${GLAD_SOURCES}
    ${IMGUI_SOURCES}
)

add_executable(${PROJECT_NAME} ${SOURCES})
target_include_directories(${PROJECT_NAME}
    PRIVATE deps
    PRIVATE deps/glad/include
)
target_link_directories(${PROJECT_NAME} PRIVATE deps)
target_link_libraries(${PROJECT_NAME}
    glfw
    assimp
    fmt::fmt
    # debug dandelion-ray-debug
    # optimized dandelion-ray
    # debug dandelion-bvh-debug
    # optimized dandelion-bvh
)
target_compile_definitions(${PROJECT_NAME}
    PRIVATE $<$<CONFIG:Debug>:DEBUG>
    PRIVATE SPDLOG_FMT_EXTERNAL
)

set(current_target ${PROJECT_NAME})
include(${CMAKE_CURRENT_SOURCE_DIR}/CompilerFlags.cmake)

file(COPY ${PROJECT_SOURCE_DIR}/resources DESTINATION ${PROJECT_BINARY_DIR})

Resolved, the issue was with my own implementation.