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 ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel