diff --git a/code/nel/src/3d/driver/opengl/driver_opengl_window.cpp b/code/nel/src/3d/driver/opengl/driver_opengl_window.cpp index d456bb74c..a6703a873 100644 --- a/code/nel/src/3d/driver/opengl/driver_opengl_window.cpp +++ b/code/nel/src/3d/driver/opengl/driver_opengl_window.cpp @@ -1201,7 +1201,7 @@ bool CDriverGL::getModes(std::vector &modes) mode.Width = (uint16)ms[j]->hdisplay; mode.Height = (uint16)ms[j]->vdisplay; const uint16 pixelsCount = ms[j]->htotal * ms[j]->vtotal; - mode.Frequency = pixelCount ? 1000 * ms[j]->dotclock / pixelCount:0; + mode.Frequency = pixelsCount ? 1000 * ms[j]->dotclock / pixelsCount:0; nldebug("3D: Mode %d: %dx%d, %d Hz", j, mode.Width, mode.Height, mode.Frequency); modes.push_back (mode); } @@ -1246,7 +1246,7 @@ bool CDriverGL::getCurrentScreenMode(GfxMode &mode) /* TODO this is just a hack to get the ryzom client running on mac os x x11. the implementation below relies on the vidmode extension which is not - availeble on mac os x's x11. for that reason the color depth value is + available on mac os x's x11. for that reason the color depth value is hard coded here. FIXME replace this hack by native cocoa color depth retrieval */