if(mask&MAG_FILTER)
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mag_filter);
if(mask&MAX_ANISOTROPY)
- glTexParameteri(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy);
+ glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy);
if(mask&WRAP_S)
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_s);
if(mask&WRAP_T)