Canvas: instead of setting anisotropy directly, set it by the same mechanism as mipmapping
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@ -405,6 +405,13 @@ namespace canvas
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_sampling_dirty = false;
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_sampling_dirty = false;
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_render_dirty = true;
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_render_dirty = true;
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}
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}
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if( _anisotropy_dirty )
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{
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_texture.setMaxAnisotropy( _node->getFloatValue("anisotropy") );
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_anisotropy_dirty = false;
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_render_dirty = true;
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}
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while( !_dirty_placements.empty() )
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while( !_dirty_placements.empty() )
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{
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{
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@ -698,7 +705,7 @@ namespace canvas
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}
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}
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else if( name == "anisotropy" )
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else if( name == "anisotropy" )
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{
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{
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_texture.setMaxAnisotropy( node->getFloatValue() );
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_anisotropy_dirty = true;
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}
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}
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else if( name == "additive-blend" )
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else if( name == "additive-blend" )
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{
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{
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@ -238,6 +238,7 @@ namespace canvas
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PropertyObject<std::string> _status_msg;
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PropertyObject<std::string> _status_msg;
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bool _sampling_dirty {false},
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bool _sampling_dirty {false},
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_anisotropy_dirty {false},
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_render_dirty {true},
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_render_dirty {true},
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_visible {true};
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_visible {true};
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