GLTexture: Fix Anisotropic filtering affecting the standard mipmap samplers
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@@ -530,7 +530,7 @@ void GLTexture::samplers_update(void)
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for (int i = 0; i <= GPU_SAMPLER_ICON - 1; i++) {
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eGPUSamplerState state = static_cast<eGPUSamplerState>(i);
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if (state & GPU_SAMPLER_MIPMAP) {
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if ((state & GPU_SAMPLER_ANISO) && (state & GPU_SAMPLER_MIPMAP)) {
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glSamplerParameterf(samplers_[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso_filter);
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}
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}
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