Anisotropic
filtering is not part of the core OpenGL specification, but is a widely
available extension.
It
dramatically improves the quality of texture filtering operations.
The
standard texture filtering modes use texture coordinates to average texel
colours.
- This works fine when the surface being
textured is viewed orthogonal to the camera direction vector
- At oblique views, the texture may look
blurry.
A
more realistic sampling would consider the viewing angle when sampling –
anistropic filtering provides this.
Source: OpenGL Superbible