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Anisotropic filtering extension...

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hey, I''ve been looking at the EXT_texture_filter_anisotropic filtering extension, and I''m bemused at the new tokens involved. This is how I''m currently setting the anisotropy of the texture:
glBindTexture( GL_TEXTURE_2D, ogl_texture_id );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
	float max_anisotropy = 0.0f;
	glGetTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy );
	glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy );
    glTexEnvi( GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE );
 
This is designed to use the maximum level of anisotropy supported. I think this is correct. If so, what is the GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT token used for? The extension spec said that it is used in glGetFloat() calls, but what does it return if I do that? Cheers, Phil.

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