GL(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));\r
GL(glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT[stride_], width_, height_, 0, FORMAT[stride_], GL_UNSIGNED_BYTE, NULL));\r
GL(glBindTexture(GL_TEXTURE_2D, 0));\r
- CASPAR_LOG(debug) << "[device_buffer] [" << ++g_total_count << L"] allocated size:" << width*height*stride; \r
+ CASPAR_LOG(trace) << "[device_buffer] [" << ++g_total_count << L"] allocated size:" << width*height*stride; \r
} \r
\r
~implementation()\r
try\r
{\r
GL(glDeleteTextures(1, &id_));\r
- CASPAR_LOG(debug) << "[device_buffer] [" << --g_total_count << L"] deallocated size:" << width_*height_*stride_;\r
+ CASPAR_LOG(trace) << "[device_buffer] [" << --g_total_count << L"] deallocated size:" << width_*height_*stride_;\r
}\r
catch(...)\r
{\r