fix opengl device not returning the correct anisotropic value

This commit is contained in:
rextimmy 2021-12-15 20:09:18 +10:00
parent c7bf58c0a7
commit e1398895b3
2 changed files with 1 additions and 4 deletions

View file

@ -247,7 +247,6 @@ GFXGLDevice::GFXGLDevice(U32 adapterIndex) :
mActiveTextureType[i] = GL_ZERO;
mNumVertexStream = 2;
mSupportsAnisotropic = false;
for(int i = 0; i < GS_COUNT; ++i)
mModelViewProjSC[i] = NULL;

View file

@ -152,7 +152,7 @@ public:
virtual void setupGenericShaders( GenericShaderType type = GSColor );
///
bool supportsAnisotropic() const { return mSupportsAnisotropic; }
bool supportsAnisotropic() const { return mCapabilities.anisotropicFiltering; }
GFXGLStateCache* getOpenglCache() { return mOpenglStateCache; }
@ -235,8 +235,6 @@ private:
void* mPixelFormat;
F32 mPixelShaderVersion;
bool mSupportsAnisotropic;
U32 mNumVertexStream;