hi,

>>
> In fgIdleFunction(), this line
>         glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, 
> GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
> should be disabled when we use anisotropic filtering (because it becomes 
> useless and because in all cases
> it ruins the mipmaping of buildings walls).

Thanks!

> 
> Also since the anisotropic filter parameter must be applied to each 
> textures (and it's hard to do that
> if we don't have a list of existing textures), you can rememder the user 
> that the option will only be
> applied on the next launch of FG.

IMHO traversing the scene graph will do the job.

olaf


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