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Merge pull request #709 from rextimmy/gl_anisotropy_fix

fix opengl device not returning the correct anisotropic value
Brian Roberts %!s(int64=3) %!d(string=hai) anos
pai
achega
8be84f872d
Modificáronse 2 ficheiros con 1 adicións e 4 borrados
  1. 0 1
      Engine/source/gfx/gl/gfxGLDevice.cpp
  2. 1 3
      Engine/source/gfx/gl/gfxGLDevice.h

+ 0 - 1
Engine/source/gfx/gl/gfxGLDevice.cpp

@@ -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;

+ 1 - 3
Engine/source/gfx/gl/gfxGLDevice.h

@@ -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;