dolphin/Source
EmptyChaos 902e5cddf7 VideoBackends: Do not use Anisotropy on Point filtered textures.
The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
2016-03-24 13:43:29 +11:00
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Android Fix Android buildbot 2016-03-12 15:44:13 -06:00
Core VideoBackends: Do not use Anisotropy on Point filtered textures. 2016-03-24 13:43:29 +11:00
DSPSpy DSPSpy: support dumping to SD Gecko in slot B on GameCube 2015-07-19 17:26:30 +03:00
DSPTool [windows] Update projects to vs2015. 2015-09-03 04:23:01 -07:00
PCH pch: Update MSVC version check 2015-10-02 20:51:23 -04:00
UnitTests D3D12: Initial commit for D3D12 backend implementation. 2016-02-15 09:48:25 -08:00
VSProps exchange XSaveWorkaround (which was fixed in VS2015) for ucrtFreadWorkaround (which was broken in VS2015). 2015-10-16 20:26:34 -07:00
.clang-format UseTab: ForIndentation 2014-05-26 21:28:59 -07:00
CMakeLists.txt Strip the Android shared library file. 2016-01-20 10:40:42 -06:00
dolphin-emu.sln D3D12: Initial commit for D3D12 backend implementation. 2016-02-15 09:48:25 -08:00