[PATCH] Fix the amount of texture memory in the debug traces.
Roderick Colenbrander
thunderbird2k at gmx.net
Sat Oct 27 16:08:11 CDT 2007
---
dlls/wined3d/directx.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index ecfb095..ad71295 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2765,7 +2765,7 @@ BOOL InitAdapters(void) {
else
Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
Adapters[0].UsedTextureRam = 0;
- TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam);
+ TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
/* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
DisplayDevice.cb = sizeof(DisplayDevice);
--
1.5.1.3
--========GMX10326119352100550949--
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