DX9: Don't set mipfilter to aniso, it's enough to set the minfilter.

Remove erroneuos comment.
This commit is contained in:
Henrik Rydgard 2014-09-20 21:13:47 +02:00
parent 0734d86eaa
commit 34f7b90c1d

View file

@ -682,11 +682,7 @@ void TextureCacheDX9::UpdateSamplingParams(TexCacheEntry &entry, bool force) {
D3DTEXTUREFILTERTYPE magf = (D3DTEXTUREFILTERTYPE)MagFilt[magFilt];
if (g_Config.iAnisotropyLevel > 0) {
mipf = D3DTEXF_ANISOTROPIC;
minf = D3DTEXF_ANISOTROPIC;
// In OpenGL, it seems like enabling anisotropy effectively turns on linear filtering.
// If we wanted the same behaviour here, we could add the following line, but I don't think it's correct to do that:
// magf = D3DTEXF_LINEAR; // (intentionally commented out)
}
dxstate.texMinFilter.set(minf);