mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: 1x aniso <=> off
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@ -555,7 +555,9 @@ GLuint GSDeviceOGL::CreateSampler(bool bilinear, bool tau, bool tav)
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gl_SamplerParameterf(sampler, GL_TEXTURE_MAX_LOD, 6);
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gl_SamplerParameterf(sampler, GL_TEXTURE_MAX_LOD, 6);
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if (GLLoader::found_GL_EXT_texture_filter_anisotropic && !!theApp.GetConfig("AnisotropicFiltering", 0) && !theApp.GetConfig("paltex", 0)) {
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if (GLLoader::found_GL_EXT_texture_filter_anisotropic && !!theApp.GetConfig("AnisotropicFiltering", 0) && !theApp.GetConfig("paltex", 0)) {
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gl_SamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)theApp.GetConfig("MaxAnisotropy", 0));
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int anisotropy = theApp.GetConfig("MaxAnisotropy", 1);
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if (anisotropy > 1) // 1 is the default in opengl so don't do anything
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gl_SamplerParameterf(sampler, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)anisotropy);
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}
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}
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return sampler;
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return sampler;
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