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Should be a fairly easy Q D3DCAPS9

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DirectX mentions this alot, however it doesn''t really go into depth explaining how to use it. I''m the kind of programmer who needs to see physical code before I understand how it works. I''m wondering how to use D3DCAPS9 to determine if the graphics card supports bilinear, trilinear and anisotropic texture filtering. ~Guyaton

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D3DCAPS9 caps;
pDevice->GetCaps( & caps );
if( caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC )
{ /* use anisotropic min filter */ }
else if( caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFLINEAR )
{ /* use bilinear min filter */ }
else
{ /* use point min filter */ }

if( caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC )
{ /* use anisotropic mag filter */ }
else if( caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFLINEAR )
{ /* use bilinear mag filter */ }
else
{ /* use point mag filter */ }

...

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