IMHO, if you set the filtering mode to anisotropic for each individual texture and it works then it indicates there is no problem with engine code. If there is a bug somewhere then I suspect it is in your own code. Although the code snippet in your first post seems correct to me, its effect could be zero if you have that code snippet done too early in the engine initialization phase. Whatever you have set could be potentially overwritten by the engine initialization later. Why didn’t you use the engine parameter to initialize filtering mode in the first place? See urho3d.github.io/documentation/H … _loop.html. This would not just eliminate that possibility but also make your code cleaner.
I only tested briefly the filtering mode using OpenGL graphic back-end without actually modifying any existing code. I tested it with Urho3DPlayer by using “-af” option and “-tf” option. The “-af” would enable anisotropic filtering mode automatically while setting the anisotropic level.