   Texture blured
  Hi,I have some problems with my textures.When I go close to the ground my textures get blured, it's realy annoying.I'm working with Ogre3D, and I'm applying my textures with glsl shaders.   
  Look into 'anisotropic' filtering.   ;  I already have set my anisotropic filter to 4, 8, or 16 but it doesn't change anything.   ;  post code then. Anisotropic filtering is invented for exactly that problem you have (AFAIK).   ;  This is my shader :uniform sampler2D maTexture, maTextureDetail, lignes, stripes, vertStripes, contour; //Les textures recues du Velodrome.materialvarying float angleX, angleY, angleZ; //Les angles servant à l'affichage dynamique des bandesvoid main(void){float niveauLignesHori  = 1., niveauLignesVert = 1., testCouleur = .9;//Chargement de toutes les texturesvec4  herbe = texture2D(maTexture,  gl_TexCoord[0].st * 40.), //x40 pour que la texture soit plus nette  herbeDetail   = texture2D(maTextureDetail, gl_TexCoord[0].st * 40.), //x40 pour que le texture detail soit en accord avec l'herbe  ligneBlanche  = texture2D(lignes,  gl_TexCoord[0].st),  contourMasque = texture2D(contour,  gl_TexCoord[0].st),  bandesVert    = texture2D(vertStripes,  gl_TexCoord[0].st * 19.), //x18 pour adapté le nombre de bandes au terrain  bandesHori    = texture2D(stripes,  gl_TexCoord[0].st * 24.), //x24 idem  rendu= (ligneBlanche + herbe) * herbeDetail; //création du rendu basique (sans les bandes)//Création des bandesif(contourMasque.r <= testCouleur) //On vérifie que l'on soit bien a l'interieur des lignes blanches{if(bandesVert.b >= testCouleur){if(angleX <= 0.){niveauLignesVert -=  (angleX / 17.) - (0. - angleY) / 40.;}}else{if(angleX > 0.){niveauLignesVert -=  (angleX / 17.) + (0. - angleY) / 40.;}}if(bandesHori.r >= testCouleur){if(angleZ <= 0.){niveauLignesHori -=  (angleZ / 14.) - (0. - angleY) / 35.;}}else{if(angleZ > 0.){niveauLignesHori -=  (angleZ / 14.) + (0. - angleY) / 35.;}} rendu /= niveauLignesHori * niveauLignesVert;}gl_FragColor = rendu; //Rendu final du pixel}And this is my ogre code :Ogre::MaterialManager::getSingletonPtr()->setDefaultTextureFiltering(Ogre::TFO_ANISOTROPIC);    Ogre::MaterialManager::getSingletonPtr()->setDefaultAnisotropy(8);;  I've never worked with ogre myself, so I'm just guessing now.Please try to set the default filtering mode as early as possible, before the textures are loaded. It's likely this default filter mode only affects textures loaded after modifying the default values.Also check if your development machine supports anisotropic filtering at all.EDIT:Oh and by the way, your shader has noting to do with anisotropic filtering. It's handled by OpenGL using the settings of the texture unit your samplers are bound to.   ;  The anisotropic filtering is set at the very begining of my program.It is activated, it works. If i desactivate it, my texture is still blurred but there is a lot of bog pixels instead of the "soft blur" i have.   ;  No it doesn't work.How do you build your mipmaps?Would you post an image on the stuff with disabled anisotropic filtering and same camera settings?   ;  From above it look good ! even if i'm quite far.And i don't know how i built my mipmaps... (i dont exactly know what it is)   ;  Which blur does annoy you: the blurred line in the far part of the first image (outside the circle) or the overall blur (i.e. that the circle is blurred, too)?The first can be solved with anisotropic filtering whereas the latter either needs a higher resolution texture, a non-texture approach (use geometry) or an approach similar to what valve did for their fonts (I don't remember the name, but I might be able to look it up at home, however they used some improved alpha-testing to get rid of blurry or blocky edges when the texture is magnified).   