Lovely...for some very strange reason, anisotropic filtering will not work in OpenGL......Reverted.
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@ -585,21 +585,6 @@ void MainWnd::OnUpdateOptionsVideoRenderoptionsGlbilinear(CCmdUI* pCmdUI)
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pCmdUI->SetCheck(theApp.glFilter == 1);
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}
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void MainWnd::OnOptionsVideoRenderoptionsGlanisotropic()
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{
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theApp.glFilter = 2;
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if( theApp.display ) {
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theApp.display->setOption( _T("glFilter"), theApp.glFilter );
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}
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}
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void MainWnd::OnUpdateOptionsVideoRenderoptionsGlanisotropic(CCmdUI* pCmdUI)
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{
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pCmdUI->SetCheck(theApp.glFilter == 2);
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}
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void MainWnd::OnOptionsVideoRenderoptionsGltriangle()
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{
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theApp.glType = 0;
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@ -35,10 +35,6 @@
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#include <gl/glext.h>
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typedef BOOL (APIENTRY *PFNWGLSWAPINTERVALFARPROC)( int );
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#ifndef GL_TEXTURE_MAX_ANISOTROPY_EXT
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#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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#endif
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extern int Init_2xSaI(u32);
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extern void winlog(const char *,...);
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extern int systemSpeed;
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@ -497,13 +493,6 @@ void OpenGLDisplay::updateFiltering( int value )
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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break;
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case 2:
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float largest_supported_anisotropy;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, largest_supported_anisotropy);
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break;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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@ -1552,7 +1552,6 @@ BEGIN
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MENUITEM "&OpenGL", ID_OPTIONS_VIDEO_RENDERMETHOD_OPENGL
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MENUITEM " Filter: Nearest", ID_OPTIONS_VIDEO_RENDEROPTIONS_GLNEAREST
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MENUITEM " Filter: Bilinear", ID_OPTIONS_VIDEO_RENDEROPTIONS_GLBILINEAR
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MENUITEM " Filter: Anisotropic", ID_OPTIONS_VIDEO_RENDEROPTIONS_GLANISOTROPIC
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MENUITEM " Vertex: Triangle", ID_OPTIONS_VIDEO_RENDEROPTIONS_GLTRIANGLE
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MENUITEM " Vertex: Quads", ID_OPTIONS_VIDEO_RENDEROPTIONS_GLQUADS
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MENUITEM SEPARATOR
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