I have tried to force higher levels of anisotropy for detail normal textures, through nvidia driver configurations and whatnot, and toyed with all the related spring configuration options, but it seems that I cant get any reasonable level of anisotropy to be applied to my maps.
The screenshot below shows a fine example of massive blur even at relatively reasonable viewing angles. What can I do to mitigate this? Any tips or things I may have missed?
Map texture anisotropy questions
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Re: Map texture anisotropy questions
GL_TEXTURE_MAX_ANISOTROPY_EXT currently isn't applied to any SSMF layers (c.f. your own report), the driver decides what filtering level to use.
If that is fixed, each should probably also receive a separate anisotropy value.
If that is fixed, each should probably also receive a separate anisotropy value.