Hi, I noticed that Minecraft has an option to enable anisotropic filtering. I was wondering, what settings would I need to put into a D3D11_SAMPLER_DESC to achieve this without blurring the textures? I'm using pixelated textures so I'd like AF to not blur them. The only way I've been able to fix this is to upscale the textures, but that seems... wrong.
samplerdesc.Filter = D3D11_FILTER_ANISOTROPIC; samplerdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; samplerdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; samplerdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; samplerdesc.MaxAnisotropy = 16; samplerdesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; samplerdesc.MaxLOD = D3D11_FLOAT32_MAX;