From 34f7b90c1d9fdcfdc604cf72b99817021e5918d2 Mon Sep 17 00:00:00 2001 From: Henrik Rydgard Date: Sat, 20 Sep 2014 21:13:47 +0200 Subject: [PATCH] DX9: Don't set mipfilter to aniso, it's enough to set the minfilter. Remove erroneuos comment. --- GPU/Directx9/TextureCacheDX9.cpp | 4 ---- 1 file changed, 4 deletions(-) diff --git a/GPU/Directx9/TextureCacheDX9.cpp b/GPU/Directx9/TextureCacheDX9.cpp index cc72fdfd09..af31a78fc1 100644 --- a/GPU/Directx9/TextureCacheDX9.cpp +++ b/GPU/Directx9/TextureCacheDX9.cpp @@ -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);