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feat: add anisotropic filtering
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@@ -80,6 +80,11 @@ void TextureManager::init_texture() {
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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Shader::check_opengl_error();
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GLfloat max_aniso = 0.0f;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &max_aniso);
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if (max_aniso > 0.0f) {
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LOG::info("Support anisotropic filtering max_aniso is {}", max_aniso);
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glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
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}
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}
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