Do modern GPUs support anisotropic filtering for 3D textures? If yes, how can one use it? The OpenGL spec doesn't seem to be very precise on this. From this link:Should anything particular be said about anisotropic 3D texture filtering?  Not sure.  Does the implementation example shown in the spec for  2D anisotropic texture filtering readily extend to 3D anisotropic  texture filtering?
Can we use anisotropic filtering on 3D textures?
texture;3dtexture