Unset AF when not requested

AF was never unset thus making it enabled everywhere even when there was
a 1:1 fragment/texel mapping.
This makes a significant performance boost when AF is enabled.
This commit is contained in:
Vincent Lejeune 2014-02-05 15:07:18 +01:00
parent 7d0216c110
commit 62964430a6

View File

@ -282,8 +282,7 @@ void setTexture(unsigned TextureUnit, GLuint TextureId, GLenum MagFilter, GLenum
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MinFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (allowAF)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, UserConfigParams::m_anisotropic);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, allowAF ? UserConfigParams::m_anisotropic : 0);
}
static void drawTexColoredQuad(const video::ITexture *texture, const video::SColor *col, float width, float height,