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support for anisotropic filtering
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@@ -1141,6 +1141,10 @@ public class Texture implements PConstants {
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pgl.texParameteri(glTarget, PGL.TEXTURE_MAG_FILTER, glMagFilter);
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pgl.texParameteri(glTarget, PGL.TEXTURE_WRAP_S, glWrapS);
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pgl.texParameteri(glTarget, PGL.TEXTURE_WRAP_T, glWrapT);
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if (PGraphicsOpenGL.anisoSamplingSupported) {
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pgl.texParameterf(glTarget, PGL.TEXTURE_MAX_ANISOTROPY,
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PGraphicsOpenGL.maxAnisoAmount);
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}
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// First, we use glTexImage2D to set the full size of the texture (glW/glH
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// might be diff from w/h in the case that the GPU doesn't support NPOT
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