if (gltIsExtSupported("GL_EXT_texture_filter_anisotropic")) { GLfloat fLargest; glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&fLargest); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAX_ANISOTROPY_EXT,fLargest); }
恢复
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAX_ANISOTROPY_EXT,1.0f);