For
a currently bound texture, anisotropic filtering can be activated as follows:
GLfloat aniso;glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso);m_texture.SetSamplerObjectParameterf(GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);
Source: Suzan Aydin, IN3026