Removed anisotropic option from SDL_HINT_RENDER_SCALE_QUALITY.
authorRyan C. Gordon <icculus@icculus.org>
Tue, 06 Aug 2013 00:23:04 -0400
changeset 7577 709056f2580a
parent 7576 26d8b2096c49
child 7578 4b43278168be
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.
include/SDL_hints.h
src/render/direct3d/SDL_render_d3d.c
--- a/include/SDL_hints.h	Mon Aug 05 11:45:51 2013 -0700
+++ b/include/SDL_hints.h	Tue Aug 06 00:23:04 2013 -0400
@@ -100,7 +100,7 @@
  *  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
  */
--- a/src/render/direct3d/SDL_render_d3d.c	Mon Aug 05 11:45:51 2013 -0700
+++ b/src/render/direct3d/SDL_render_d3d.c	Tue Aug 06 00:23:04 2013 -0400
@@ -864,10 +864,8 @@
 
     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;
     }
 }