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fix opengl device not returning the correct anisotropic value
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c7bf58c0a7
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2 changed files with 1 additions and 4 deletions
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@ -247,7 +247,6 @@ GFXGLDevice::GFXGLDevice(U32 adapterIndex) :
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mActiveTextureType[i] = GL_ZERO;
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mActiveTextureType[i] = GL_ZERO;
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mNumVertexStream = 2;
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mNumVertexStream = 2;
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mSupportsAnisotropic = false;
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for(int i = 0; i < GS_COUNT; ++i)
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for(int i = 0; i < GS_COUNT; ++i)
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mModelViewProjSC[i] = NULL;
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mModelViewProjSC[i] = NULL;
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@ -152,7 +152,7 @@ public:
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virtual void setupGenericShaders( GenericShaderType type = GSColor );
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virtual void setupGenericShaders( GenericShaderType type = GSColor );
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///
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///
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bool supportsAnisotropic() const { return mSupportsAnisotropic; }
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bool supportsAnisotropic() const { return mCapabilities.anisotropicFiltering; }
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GFXGLStateCache* getOpenglCache() { return mOpenglStateCache; }
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GFXGLStateCache* getOpenglCache() { return mOpenglStateCache; }
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@ -236,8 +236,6 @@ private:
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F32 mPixelShaderVersion;
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F32 mPixelShaderVersion;
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bool mSupportsAnisotropic;
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U32 mNumVertexStream;
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U32 mNumVertexStream;
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U32 mMaxShaderTextures;
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U32 mMaxShaderTextures;
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