   anisotropic filtering
  Here are my current texture parameters. What exactly do I need to keep or take out because none of the results are changing and look bad still.glGenTextures(1, &(this->GL_Texture_Index));glBindTexture(GL_TEXTURE_2D, (this->GL_Texture_Index));glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);float largest_supported_anisotropy;glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);glTexParameteri(GL_TEXTURE_2D, GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, largest_supported_anisotropy);   
  I forced it to 16x in the NVIDIA control panel, but when I do application controlled it doesn't work. Not sure what else other than setting the texture parameter there is to do.   ;  Read the specs: http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texparameter.htmlglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);this should be:glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);and glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_LINEAR);should be:glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);   ;  That didnt work either, the GL_TRUE ended up not mattering because GL_LINEAR is a non-zero # and is converted to true.The GL_LINEAR simply made it GL_LINEAR default (no mip-mapping, no anisotropic)   ;  I recommend glGetError. It helps to locate problems.Here is the corrected codeglGenTextures(1, &(this->GL_Texture_Index));glBindTexture(GL_TEXTURE_2D, (this->GL_Texture_Index));glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_TRUE);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);float largest_supported_anisotropy;glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ANISOTROPY_EXT, largest_supported_anisotropy);which is from the Wikihttp://www.opengl.org/wiki/Texture_Mapping