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Another decimal place in the profiling display

And Hoikas said, "I cannot tell a difference in the skinning times on my
not-crappy computer with only a tenth of a millisecond resolution." So we
now have hundredth of a millisecond in the profiling display. These are
the kinds of problems you have when developing with a machine that doesn't
suck. It would be nice if players didn't try to run the game on machines
from before the exctinction event that ended the Permian era.
This commit is contained in:
2013-06-12 17:31:35 -04:00
parent 3f8895a0bf
commit c3ce9a07ab

View File

@ -348,11 +348,11 @@ void plProfileBase::IPrintValue(uint32_t value, char* buf, bool printType)
}
else if (hsCheckBits(fDisplayFlags, kDisplayFPS))
{
sprintf(buf, "%.1f", 1000.0f / TicksToMSec(value));
sprintf(buf, "%.2f", 1000.0f / TicksToMSec(value));
}
else if (hsCheckBits(fDisplayFlags, kDisplayTime))
{
sprintf(buf, "%.1f", TicksToMSec(value));
sprintf(buf, "%.2f", TicksToMSec(value));
if (printType)
strcat(buf, " ms");
}
@ -361,7 +361,7 @@ void plProfileBase::IPrintValue(uint32_t value, char* buf, bool printType)
if (printType)
{
if (value > (1024*1000))
sprintf(buf, "%.1f MB", float(value) / (1024.f * 1024.f));
sprintf(buf, "%.2f MB", float(value) / (1024.f * 1024.f));
else if (value > 1024)
sprintf(buf, "%d KB", value / 1024);
else