Question about setting the anisotropic filtering through code

Godot Version

4.4 stable

Question

GetTree().Root.GetViewport().AnisotropicFilteringLevel = myVariableHere;

is this enough to change the anisotropic filtering level? Is there anything else I need to do and is there a good way to test if its working?

If you can’t tell the difference, you probably don’t need it. :slight_smile:

More seriously, a decent test for anisotropic filtering is to put a texture on the screen with something detailed baked into it, like fairly small point size text. If you look at that from a severe angle, AF should make it much clearer.