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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.
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3 changed files with 4 additions and 4 deletions
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@ -465,6 +465,7 @@ Renderer::Renderer()
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g_ogl_config.bSupports2DTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage_multisample");
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g_ogl_config.bSupportsEarlyFragmentTests = GLExtensions::Supports("GL_ARB_shader_image_load_store");
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g_ogl_config.bSupportsConservativeDepth = GLExtensions::Supports("GL_ARB_conservative_depth");
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g_ogl_config.bSupportsAniso = GLExtensions::Supports("GL_EXT_texture_filter_anisotropic");
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
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{
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