diff --git a/GPU/Directx9/TextureCacheDX9.cpp b/GPU/Directx9/TextureCacheDX9.cpp index 55329f692f..b9f4638722 100644 --- a/GPU/Directx9/TextureCacheDX9.cpp +++ b/GPU/Directx9/TextureCacheDX9.cpp @@ -682,10 +682,11 @@ void TextureCacheDX9::UpdateSamplingParams(TexCacheEntry &entry, bool force) { D3DTEXTUREFILTERTYPE magf = (D3DTEXTUREFILTERTYPE)MagFilt[minFilt]; if (g_Config.iAnisotropyLevel > 0) { - if (minf == D3DTEXF_LINEAR) { - minf = D3DTEXF_ANISOTROPIC; - mipf = D3DTEXF_ANISOTROPIC; - } + mipf = D3DTEXF_ANISOTROPIC; + minf = D3DTEXF_ANISOTROPIC; + // In OpenGL, it seems like enabling anisotropy effectively turns on linear filtering. + // If we wanted the same behaviour here, we could add the following line, but I don't think it's correct to do that: + // magf = D3DTEXF_LINEAR; // (intentionally commented out) } dxstate.texMinFilter.set(minf);