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make sure gl_max_anisotropy is initialized. also added a uberparanoid check
for gl_max_anisotropy. git-svn-id: http://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@615 af15c1b1-3010-417e-b628-4374ebc0bcbd
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@ -692,9 +692,16 @@ static void GL_CheckExtensions (void)
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//get max value either way, so the menu and stuff know it
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//get max value either way, so the menu and stuff know it
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glGetFloatv (GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max_anisotropy);
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glGetFloatv (GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max_anisotropy);
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if (gl_max_anisotropy < 1)
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{
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gl_anisotropy_able = false;
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gl_max_anisotropy = 1;
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Con_Warning ("anisotropic filtering broken\n");
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}
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}
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}
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else
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else
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{
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{
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gl_max_anisotropy = 1;
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Con_Warning ("texture_filter_anisotropic not supported\n");
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Con_Warning ("texture_filter_anisotropic not supported\n");
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}
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}
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}
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}
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