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Android buildfix.
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@ -875,7 +875,9 @@ void TextureCache::SetTexture() {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, (float)maxLevel);
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} else {
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LoadTextureLevel(*entry, 0);
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#ifndef USING_GLES2
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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#endif
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}
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float anisotropyLevel = (float) g_Config.iAnisotropyLevel > maxAnisotropyLevel ? maxAnisotropyLevel : (float) g_Config.iAnisotropyLevel;
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