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Enable anisotropic filtering when the game requests it
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@ -200,7 +200,7 @@ struct SamplerState
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BitField<7, 1, LODType> diag_lod;
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BitField<8, 16, s32> lod_bias; // multiplied by 256, higher precision than normal
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BitField<24, 1, bool, u32> lod_clamp; // TODO: This isn't currently implemented
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BitField<25, 1, bool, u32> anisotropic_filtering; // TODO: This doesn't use the BP one yet
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BitField<25, 4, u32> anisotropic_filtering;
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u32 hex = 0;
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};
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union TM1
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