+#if 0
+# ifdef GL_EXT_texture_filter_anisotropic
+ float max_anisotropy;
+ glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ max_anisotropy );
+ cout << "Max anisotropy = " << max_anisotropy << endl;
+# endif
+#endif