I did some forum searching after wondering why wxLauncher doesn't support anisotropic filtering options like the old Freespace launcher did, and I found out that the anisotropic filtering option was removed from the engine capabilities at some point (for Windows at least). It's also supposed to be reintroduced after the SDL 2 (Simple DirectMedia Layer) gets combined with the stable release of FSO. So this poses 2 questions:
1) Why was the anisotropic filtering support removed in the first place?
2) Why is SDL 2 required in order to reintroduce the anisotropic filtering?
After all, 16x anisotropic filtering gives some nice extra texture fidelity compared to the trilinear filtering with almost no additional GPU stress cost. It's a bit of shame that it isn't there currently
