Moves anisotropic filtering support check from GL texture to TextureManager to make it explicit.
This was SVN commit r26919.
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@ -525,7 +525,7 @@ public:
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defaultSamplerDesc.addressModeU = texture->m_Properties.m_AddressModeU;
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defaultSamplerDesc.addressModeV = texture->m_Properties.m_AddressModeV;
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if (texture->m_Properties.m_AnisotropicFilterEnabled)
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if (texture->m_Properties.m_AnisotropicFilterEnabled && m_Device->GetCapabilities().anisotropicFiltering)
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{
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int maxAnisotropy = 1;
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CFG_GET_VAL("textures.maxanisotropy", maxAnisotropy);
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@ -140,9 +140,9 @@ std::unique_ptr<CTexture> CTexture::Create(CDevice* device, const char* name,
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glTexParameteri(target, GL_TEXTURE_LOD_BIAS, defaultSamplerDesc.mipLODBias);
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#endif // !CONFIG2_GLES
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if (type == Type::TEXTURE_2D && defaultSamplerDesc.anisotropyEnabled &&
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texture->m_Device->GetCapabilities().anisotropicFiltering)
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if (type == Type::TEXTURE_2D && defaultSamplerDesc.anisotropyEnabled)
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{
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ENSURE(texture->m_Device->GetCapabilities().anisotropicFiltering);
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const float maxAnisotropy = std::min(
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defaultSamplerDesc.maxAnisotropy, texture->m_Device->GetCapabilities().maxAnisotropy);
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glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy);
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