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| author | Ryan Houdek <Sonicadvance1@gmail.com> | 2015-11-19 00:46:26 -0600 |
|---|---|---|
| committer | Ryan Houdek <Sonicadvance1@gmail.com> | 2015-11-19 02:00:43 -0600 |
| commit | ed5e3c054e58b7547cead222048676f32ce8858d (patch) | |
| tree | 98dcf065426a1d8bf167c58ba94bd30cf5a8d1e6 /Source/Core/VideoBackends/OGL/Render.cpp | |
| parent | 59b54a77d33f2a59fabfc4d5a7643538d9b81327 (diff) | |
Enable Anisotropic filtering in ES.
This adds a check to make sure the vendor supports anisotropic filtering.
Pretty much all vendors support this, even the mobile ones.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/Render.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index 4c45fa6701..86c3bcb492 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -465,6 +465,7 @@ Renderer::Renderer() g_ogl_config.bSupports2DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample"); g_ogl_config.bSupportsEarlyFragmentTests = GLExtensions::Supports("GL_ARB_shader_image_load_store"); g_ogl_config.bSupportsConservativeDepth = GLExtensions::Supports("GL_ARB_conservative_depth"); + g_ogl_config.bSupportsAniso = GLExtensions::Supports("GL_EXT_texture_filter_anisotropic"); if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3) { |
