Removed anisotropic option from SDL_HINT_RENDER_SCALE_QUALITY.

Anisotropic filtering is meant to be used for textures at a stark
 angle, not perpendicular to the camera.

--HG--
extra : rebase_source : e01c4da3bae7f1628de7c049f31f1208dbbbb24c
This commit is contained in:
Ryan C. Gordon 2013-08-06 00:23:04 -04:00
parent ecbffe9660
commit a052fa0ae8
2 changed files with 2 additions and 4 deletions

View file

@ -100,7 +100,7 @@ extern "C" {
* This variable can be set to the following values: * This variable can be set to the following values:
* "0" or "nearest" - Nearest pixel sampling * "0" or "nearest" - Nearest pixel sampling
* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D) * "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
* "2" or "best" - Anisotropic filtering (supported by Direct3D) * "2" or "best" - Currently this is the same as "linear"
* *
* By default nearest pixel sampling is used * By default nearest pixel sampling is used
*/ */

View file

@ -864,10 +864,8 @@ GetScaleQuality(void)
if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) { if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
return D3DTEXF_POINT; return D3DTEXF_POINT;
} else if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) { } else /*if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0)*/ {
return D3DTEXF_LINEAR; return D3DTEXF_LINEAR;
} else {
return D3DTEXF_ANISOTROPIC;
} }
} }