debug code updates & fixes
better output when using WLED_DEBUG_HEAP without WLED_DEBUG
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@@ -1789,7 +1789,7 @@ uint32_t calculateNumberOfParticles1D(const uint32_t fraction, const bool isadva
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numberofParticles = numberofParticles < 20 ? 20 : numberofParticles; // 20 minimum
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//make sure it is a multiple of 4 for proper memory alignment (easier than using padding bytes)
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numberofParticles = (numberofParticles+3) & ~0x03; // note: with a separate particle buffer, this is probably unnecessary
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PSPRINTLN(" calc numparticles:" + String(numberofParticles))
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PSPRINTLN(" calc numparticles:" + String(numberofParticles));
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return numberofParticles;
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}
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