From ed5e3c054e58b7547cead222048676f32ce8858d Mon Sep 17 00:00:00 2001 From: Ryan Houdek Date: Thu, 19 Nov 2015 00:46:26 -0600 Subject: 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. --- Source/Core/VideoBackends/OGL/Render.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'Source/Core/VideoBackends/OGL/Render.cpp') 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) { -- cgit v1.2.3