Removed anisotropic option from SDL_HINT_RENDER_SCALE_QUALITY.
authorRyan C. Gordon <icculus@icculus.org>
Tue, 06 Aug 2013 00:23:04 -0400
changeset 7577709056f2580a
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
     1.1 --- a/include/SDL_hints.h	Mon Aug 05 11:45:51 2013 -0700
     1.2 +++ b/include/SDL_hints.h	Tue Aug 06 00:23:04 2013 -0400
     1.3 @@ -100,7 +100,7 @@
     1.4   *  This variable can be set to the following values:
     1.5   *    "0" or "nearest" - Nearest pixel sampling
     1.6   *    "1" or "linear"  - Linear filtering (supported by OpenGL and Direct3D)
     1.7 - *    "2" or "best"    - Anisotropic filtering (supported by Direct3D)
     1.8 + *    "2" or "best"    - Currently this is the same as "linear"
     1.9   *
    1.10   *  By default nearest pixel sampling is used
    1.11   */
     2.1 --- a/src/render/direct3d/SDL_render_d3d.c	Mon Aug 05 11:45:51 2013 -0700
     2.2 +++ b/src/render/direct3d/SDL_render_d3d.c	Tue Aug 06 00:23:04 2013 -0400
     2.3 @@ -864,10 +864,8 @@
     2.4  
     2.5      if (!hint || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
     2.6          return D3DTEXF_POINT;
     2.7 -    } else if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0) {
     2.8 +    } else /*if (*hint == '1' || SDL_strcasecmp(hint, "linear") == 0)*/ {
     2.9          return D3DTEXF_LINEAR;
    2.10 -    } else {
    2.11 -        return D3DTEXF_ANISOTROPIC;
    2.12      }
    2.13  }
    2.14