In software, at runtime, (C++ if it matters), is there a way to find out the maximum level of anisotropic filtering supported by the graphics card?
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In general you ask your graphics API you're using. For example if you're using D3D9 you call IDirect3DDevice9::GetDeviceCaps() and then check the MaxAnisotropy value in the D3DCAPS9 structure. On almost any reasonably modern graphics card the answer will be 16. |
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In OpenGL, you would (after creating a context and everything) do this:
Of course, this only works when the GL_EXT_texture_filter_anisotropic extension is available, but since every graphics card has supported this is about the year 2000, I wouldn't worry about it. |
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