Merge pull request #2585 from dolphin-emu/fix_d3d_ansiopathicness_the_sequel

Anisotropic Filtering option is now correct in D3D
This commit is contained in:
Jules Blok 2015-06-10 13:09:02 +02:00
commit 8e3af04d0e

View File

@ -1017,7 +1017,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
for (unsigned int stage = 0; stage < 8; stage++)
{
// TODO: cache SamplerState directly, not d3d object
gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
gx_state.sampler[stage].max_anisotropy = 1 << g_ActiveConfig.iMaxAnisotropy;
D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
}