GLRenderer: put max anisotropy into limits map
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@ -77,4 +77,6 @@ public enum Limits {
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DepthTextureSamples,
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VertexUniformVectors,
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TextureAnisotropy,
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}
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@ -68,6 +68,7 @@ public interface GLExt {
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public static final int GL_MAX_DEPTH_TEXTURE_SAMPLES = 0x910F;
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public static final int GL_MAX_DRAW_BUFFERS_ARB = 0x8824;
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public static final int GL_MAX_SAMPLES_EXT = 0x8D57;
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public static final int GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 0x84FF;
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public static final int GL_MULTISAMPLE_ARB = 0x809D;
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public static final int GL_NUM_PROGRAM_BINARY_FORMATS = 0x87FE;
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public static final int GL_PIXEL_PACK_BUFFER_ARB = 0x88EB;
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@ -374,6 +374,7 @@ public class GLRenderer implements Renderer {
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if (hasExtension("GL_EXT_texture_filter_anisotropic")) {
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caps.add(Caps.TextureFilterAnisotropic);
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limits.put(Limits.TextureAnisotropy, getInteger(GLExt.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT));
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}
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if (hasExtension("GL_EXT_framebuffer_object")
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