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GLES3: Reset anisotropic filtering when changing texture filtering mode #79568
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Looks great!
I just noticed something. This is more stylistic than functional, so it isn't a major issue, but I still wanted to bring it up. Should I change |
Just a heads up, this PR may interact with #79685, and may need a rebase if that gets merged first. |
That's fine GLfloat is just a typdef for float. |
Thanks! And congrats on your first merged Godot PR! |
Cherry-picked for 4.1.2. |
This fixes #79567. This is simply the part of the code change from #79367 that relates to anisotropic filtering. The existing implementation of
Texture::gl_set_filter()
only callsglTexParameterf
with_GL_TEXTURE_MAX_ANISOTROPY_EXT
when anisotropic filter is enabled. This has the problem that it won't ever disable anisotropic filtering when switching to a filtering mode that doesn't use it. This PR simply makes it so that it calls it with a value of1.0f
when disabling anisotropic filtering.This PR targets the master branch, but it should be safe to cherry-pick for a 4.1.X release.