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Merge pull request #2585 from dolphin-emu/fix_d3d_ansiopathicness_the_sequel
Anisotropic Filtering option is now correct in D3D
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commit
8e3af04d0e
@ -1017,7 +1017,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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for (unsigned int stage = 0; stage < 8; stage++)
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for (unsigned int stage = 0; stage < 8; stage++)
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{
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{
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// TODO: cache SamplerState directly, not d3d object
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// TODO: cache SamplerState directly, not d3d object
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gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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gx_state.sampler[stage].max_anisotropy = 1 << g_ActiveConfig.iMaxAnisotropy;
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D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
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D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
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}
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}
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