* fix: anisotropy got applied to textures with NEAREST filtering with inconsistent results * fix conditions for when not to apply anisotropy
@@ -574,6 +574,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+ if ( texture.magFilter === NearestFilter ) return;
+ if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only