I enabled d3d_anisotropy and set d3d_mipmapping properly but still, mipmapped textures are super blurry when viewing them from an angle. Looks like it doesn't even make a difference.
Well do you use the right texture format? AFAIK dds is the only format supporting mipmaps. Got any other postprocessing shaders? I think the engine wont use some features if you have postprocessing shaders running (that what happens with antialiasing aswell)
Hmm, so my textures are in dds format, that's not the problem. I also set all the texture samplers to anisotropic filtering in the object shader I use. PP-shaders yes.. but I don't see why that should be a problem . At least the manual doesn't say anything about this.