diff --git a/src/common/rendering/vulkan/samplers/vk_samplers.cpp b/src/common/rendering/vulkan/samplers/vk_samplers.cpp index 33db31926..9e480dd12 100644 --- a/src/common/rendering/vulkan/samplers/vk_samplers.cpp +++ b/src/common/rendering/vulkan/samplers/vk_samplers.cpp @@ -108,7 +108,7 @@ void VkSamplerManager::CreateHWSamplers() } // Intel has consistently been fucking up anisotropic filtering for a decade now. Time to punish them. If they now finally implement it in their hardware/drivers it will stay disabled! - if (maxAnisotropy > 1.0f && (fb->GetDevice()->PhysicalDevice.Properties.Properties.vendorID != 8086 || (TexFilter[filter].magFilter == VK_FILTER_LINEAR && TexFilter[filter].minFilter == VK_FILTER_LINEAR))) + if (maxAnisotropy > 1.0f && (fb->GetDevice()->PhysicalDevice.Properties.Properties.vendorID != 0x8086 || (TexFilter[filter].magFilter == VK_FILTER_LINEAR && TexFilter[filter].minFilter == VK_FILTER_LINEAR))) builder.Anisotropy(maxAnisotropy); builder.MaxLod(100.0f); // According to the spec this value is clamped so something high makes it usable for all textures. }