From 5cce640f48c24278976cbbad6de31a41a8b6ef7f Mon Sep 17 00:00:00 2001 From: Matthew Parlane Date: Wed, 10 Jun 2015 21:38:04 +1200 Subject: [PATCH] Anisotropic Filtering option is now correct in D3D Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16 This was correct for OGL but not D3D --- Source/Core/VideoBackends/D3D/Render.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index b41d750eab..a56cec5f51 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -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])); }