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authorFilip Gawin <filip.gawin@zoho.com>2020-12-29 18:53:36 +0100
committerFilip Gawin <filip.gawin@zoho.com>2020-12-29 18:53:36 +0100
commitbffaceb579ba66ba675f5b99e93258423b3c97ab (patch)
treef1e0e8ef4002d2e5b444678c4c98dd8785cbe980 /sdk/rwsdk/include/d3d8/rpanisot.h
parentReorder CEntity functions into their original order (diff)
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diff --git a/sdk/rwsdk/include/d3d8/rpanisot.h b/sdk/rwsdk/include/d3d8/rpanisot.h
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-/**
- * Anisotropic Texture Sampling Plugin for RenderWare.
- */
-
-#ifndef RPANISOTPLUGIN_H
-#define RPANISOTPLUGIN_H
-
-/**
- * \defgroup rpanisot RpAnisot
- * \ingroup rpplugin
- *
- * Anisotropic Texture Sampling Plugin for RenderWare Graphics.
- */
-
-/**
- * \ingroup rpanisot
- * \page rpanisotoverview RpAnisot Plugin Overview
- *
- * \par Requirements
- * \li \b Headers: rwcore.h, rpworld.h, rpanisot.h
- * \li \b Libraries: rwcore, rpworld, rpanisot
- * \li \b Plugin \b attachments: \ref RpWorldPluginAttach, \ref RpAnisotPluginAttach
- *
- * \subsection anisotoverview Overview
- * The RpAnisot plugin is used to extend an RwTexture with a maximum
- * anisotropy value that will be used when a particular texture is drawn.
- * When textured polygons are viewed nearly edge on, for example when looking
- * dowm a road or a football pitch, distant pixels are not sampled very well
- * by trilinear mipmapping and the texture looks smeary.
- * Anisotropic sampling takes additional samples, resulting in sharper looking
- * textures. Higher numbers of samples will produce better quality results but
- * run slower, so should be used in moderation.
- *
- */
-
-#include <rwcore.h>
-
-#ifdef __cplusplus
-extern "C"
-{
-#endif
-
-extern RwInt8 RpAnisotGetMaxSupportedMaxAnisotropy(void);
-
-extern RwTexture *RpAnisotTextureSetMaxAnisotropy(RwTexture *tex, RwInt8 val);
-extern RwInt8 RpAnisotTextureGetMaxAnisotropy(RwTexture *tex);
-
-extern RwBool RpAnisotPluginAttach(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif /* RPANISOTPLUGIN_H */