Anisotropic filtering
I''m using this code to enable anisotropic filtering in my app:
float fMax = 0.0f;
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &fMax );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fMax);
So, the same constant is used to get the MAX anisotropy level and to set the CURRENT level? Isn''t this a little misleading? I was looking for a way to retrieve the current (not the max) anisotropy level, is there a way to do this?
Thanks
Actually,
Will return the currently set max anisotropy level. To get the maximum value supported by the implementation, use:
What you''re doing in your code is just setting it to the value it was already at.
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &fMax );
Will return the currently set max anisotropy level. To get the maximum value supported by the implementation, use:
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fMax);
What you''re doing in your code is just setting it to the value it was already at.
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