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
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2 changed files with 2 additions and 4 deletions
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@ -100,7 +100,7 @@ extern "C" {
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* This variable can be set to the following values:
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* This variable can be set to the following values:
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* "0" or "nearest" - Nearest pixel sampling
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* "0" or "nearest" - Nearest pixel sampling
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* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
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* "1" or "linear" - Linear filtering (supported by OpenGL and Direct3D)
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* "2" or "best" - Anisotropic filtering (supported by Direct3D)
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* "2" or "best" - Currently this is the same as "linear"
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*
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*
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* By default nearest pixel sampling is used
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* By default nearest pixel sampling is used
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*/
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*/
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@ -864,10 +864,8 @@ GetScaleQuality(void)
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if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
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if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
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return D3DTEXF_POINT;
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return D3DTEXF_POINT;
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} else if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) {
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} else /*if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0)*/ {
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return D3DTEXF_LINEAR;
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return D3DTEXF_LINEAR;
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} else {
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return D3DTEXF_ANISOTROPIC;
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}
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}
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}
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}
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