{
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
static int old_aniso = 0;
+ static qboolean first_time_aniso = true;
#endif
// could do procedural texture animation here, if we keep track of which
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+ // ignore the first difference, any textures loaded by now probably had the same aniso value
+ if (first_time_aniso)
+ {
+ first_time_aniso = false;
+ break;
+ }
CHECKGLERROR
GL_ActiveTexture(0);
for (pool = gltexturepoolchain;pool;pool = pool->next)