does MBX Lite support anistropic tex filtering?

 

I thought PowerVR MBX supported this, and it is advertised via glext.h in the SDK, yet glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,...) always returns 1.0, and calling glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ...) with any value > 1 seems to have no effect for me. 

 

Thanks for any help,

Kris

What platform are you using?





Some implementations might support GL_EXT_texture_filter_anisotropic, most don’t. You should always check the extension string.