#include <msp/gl/extensions/ext_framebuffer_object.h>
#include <msp/gl/extensions/ext_gpu_shader4.h>
#include <msp/gl/extensions/ext_texture_array.h>
+#include <msp/gl/extensions/ext_texture_filter_anisotropic.h>
#include <msp/gl/extensions/msp_clipping.h>
#include <msp/gl/extensions/nv_fbo_color_attachments.h>
#include "deviceinfo.h"
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, reinterpret_cast<int *>(&max_uniform_bindings));
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<int *>(&uniform_buffer_alignment));
}
+ if(EXT_texture_filter_anisotropic)
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &max_anisotropy);
}