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Add anisotropic filtering to GLES2 backend

Move definition of rendering/quality/filters/anisotropic_filter_level to
servers/visual_server.cpp, since both GLES2 and GLES3 now use it

rasterizer_storage_gles3.cpp: Remove a spurious variable write (the
value gets overwritten soon after)
This commit is contained in:
Kef Schecter
2021-02-01 22:24:13 -06:00
parent 0b6dd929c6
commit 09a156ea15
5 changed files with 35 additions and 4 deletions

View File

@@ -2437,6 +2437,8 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/anisotropic_filter_level", PropertyInfo(Variant::INT, "rendering/quality/filters/anisotropic_filter_level", PROPERTY_HINT_RANGE, "1,16,1"));
GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);
GLOBAL_DEF("rendering/quality/skinning/software_skinning_fallback", true);