I don’t think we need an additional api to change the filtering to anisotropic. You just call glTexParameterf() which is used to set the bilinear filtering in SFML. The only problem is with checking if the device supports GL_EXT_texture_filter_anisotropic extension, but that is also one function call available in glTools. I’m preety sure i could set the aniso for all the textures by modifying just one line of SFML code, but without checking if it’s supported.