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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)
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@@ -2437,6 +2437,8 @@ VisualServer::VisualServer() {
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GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
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GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
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GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4);
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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"));
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GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);
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GLOBAL_DEF("rendering/quality/skinning/software_skinning_fallback", true);
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