Yeah, I checked, and it's still doing aniso on isotropic surfaces. Really disappointing...
It's almost as if nVidia's using the same aniso for all surfaces that are either oblique-angled, or face-on.
As a side note, it should be obvious (To anybody with some knowledge of vector math...) that the anisotropic quality should be based on a dot product between a vector normal to the surface, and a vector pointing straight out toward the screen. This way of selecting aniso LOD would result in no preference over any angle.
However, the way that OpenGL and Direct3D tell the card to do aniso is very different. They just look at the hight/width ratio of the texture. This makes it very hard to check for oblique-angled surfaces, and thus very easy to do aniso like ATI does it.
It's almost as if nVidia's using the same aniso for all surfaces that are either oblique-angled, or face-on.
As a side note, it should be obvious (To anybody with some knowledge of vector math...) that the anisotropic quality should be based on a dot product between a vector normal to the surface, and a vector pointing straight out toward the screen. This way of selecting aniso LOD would result in no preference over any angle.
However, the way that OpenGL and Direct3D tell the card to do aniso is very different. They just look at the hight/width ratio of the texture. This makes it very hard to check for oblique-angled surfaces, and thus very easy to do aniso like ATI does it.