public override void SetTextureLayerAnisotropy( int unit, int maxAnisotropy )
{
if ( !_rsCapabilities.HasCapability( Capabilities.AnisotropicFiltering ) )
return;
if ( !ActivateGLTextureUnit( unit ) )
return;
float largest_supported_anisotropy = 0;
GL.GetFloat( All.MaxTextureMaxAnisotropyExt, ref largest_supported_anisotropy );
if ( maxAnisotropy > largest_supported_anisotropy )
maxAnisotropy = largest_supported_anisotropy != 0 ? (int)largest_supported_anisotropy : 1;
if ( GetCurrentAnisotropy( unit ) != maxAnisotropy )
GL.TexParameter( All.Texture2D, All.TextureMaxAnisotropyExt, maxAnisotropy );
ActivateGLTextureUnit( 0 );
}