TextureRenderer and anisotropic filtering?

Hello, I’m as much an OpenGL noob as a JOGL noob, so maybe I’m missing something obvious…
But does TextureRenderer (and by extension, TextRenderer) support anisotropic filtering? Is it a planned feature?
I read on the gamedev.net forums that the anisotropic extension needs to be enabled for every texture, so I suppose it should be handled by those classes.

If the hardware supports anisotropic filtering on the format used by TextureRenderer and TextRenderer then it should be supported automatically.

Then with regards to anisotropic filtering needing to be enabled for every texture that is simply false. Of course setting it through the control panel sets it at that level for every texture but there’s nothing stopping the application from setting bilinear, trilinear, or aniso 2x, 4x, …, 16x per texture.

Actually last time I checked/heard a certain companies control panel anisotropic setting is only applied to texture unit 0 and if you wanted the other units to have it enabled it needed to be done by the application.