papalagi Of course, i'm marking the places where textures get too fast too blurry.
Even with anisotropic mipmap filtering?
Btw this image looks fine to me, but I prefer details to go away with distance. Godot probably doesn't do anything special about mipmaps. It just lets the default level be chosen by the GPU driver.
As I said, you can make custom shaders that sample using textureLod() and implement your criteria for choosing a mip level. It's typically done by determining inter-pixel gradients using "magical" functions dFdx() and dFdy(). Take a look here for details. It's glsl but it's directly applicable to Godot's shading language as it's basically an extended version of glsl.