Canvas: instead of setting anisotropy directly, set it by the same mechanism as mipmapping

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legoboyvdlp R 3 years ago
parent 3ba8c383b4
commit b44f187328

@ -405,6 +405,13 @@ namespace canvas
_sampling_dirty = false;
_render_dirty = true;
}
if( _anisotropy_dirty )
{
_texture.setMaxAnisotropy( _node->getFloatValue("anisotropy") );
_anisotropy_dirty = false;
_render_dirty = true;
}
while( !_dirty_placements.empty() )
{
@ -698,7 +705,7 @@ namespace canvas
}
else if( name == "anisotropy" )
{
_texture.setMaxAnisotropy( node->getFloatValue() );
_anisotropy_dirty = true;
}
else if( name == "additive-blend" )
{

@ -238,6 +238,7 @@ namespace canvas
PropertyObject<std::string> _status_msg;
bool _sampling_dirty {false},
_anisotropy_dirty {false},
_render_dirty {true},
_visible {true};

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