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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.
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icculus committed Aug 6, 2013
1 parent bad0be2 commit 24a655938741d5fcaec033abedbe866913f73bf2
Showing with 2 additions and 4 deletions.
  1. +1 −1 include/SDL_hints.h
  2. +1 −3 src/render/direct3d/SDL_render_d3d.c
@@ -100,7 +100,7 @@ extern "C" {
* This variable can be set to the following values:
* "0" or "nearest" - Nearest pixel sampling
* "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
*/
@@ -864,10 +864,8 @@ GetScaleQuality(void)

if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
return D3DTEXF_POINT;
} else if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) {
} else /*if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0)*/ {
return D3DTEXF_LINEAR;
} else {
return D3DTEXF_ANISOTROPIC;
}
}

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