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Enable anisotropic filtering when the game requests it
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@ -102,10 +102,10 @@ void SamplerCache::SetParameters(GLuint sampler_id, const SamplerState& params)
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glSamplerParameterf(sampler_id, GL_TEXTURE_LOD_BIAS, params.tm0.lod_bias / 256.f);
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}
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if (params.tm0.anisotropic_filtering && g_ogl_config.bSupportsAniso)
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if (params.tm0.anisotropic_filtering != 0 && g_ogl_config.bSupportsAniso)
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{
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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static_cast<float>(1 << g_ActiveConfig.iMaxAnisotropy));
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static_cast<float>(1 << params.tm0.anisotropic_filtering));
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}
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}
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