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