Anisotropic Filtering option is now correct in D3D

Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16
This was correct for OGL but not D3D
This commit is contained in:
Matthew Parlane 2015-06-10 21:38:04 +12:00
parent 7dfced21a2
commit 5cce640f48
1 changed files with 1 additions and 1 deletions

View File

@ -1017,7 +1017,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
for (unsigned int stage = 0; stage < 8; stage++)
{
// TODO: cache SamplerState directly, not d3d object
gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
gx_state.sampler[stage].max_anisotropy = 1 << g_ActiveConfig.iMaxAnisotropy;
D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
}