Texture filtering The way that samples (e.g. when viewed as pixels on the screen) are calculated from the texels (texture pixels) is governed by texture filtering. The cheapest method is to use the nearest-neighbour interpolation, but bilinear interpolation or trilinear interpolation between mipmaps are two commonly used alternatives which reduce aliasing or jaggies. In the event of a texture coordinate being outside the texture, it is either clamped or wrapped. Anisotropic filtering better eliminates directional artefacts when viewing textures from oblique viewing angles.
Texture filtering The way that samples (e.g. when viewed as pixels on the screen) are calculated from the texe!ls (texture pixels) is governed by texture filtering. The cheapest method is to use the nearest-neighbour interpolation, but biline:ar interpolation or trilinear in,terpolation between mipmaps are two commonly used alternatives which reduce aliasing or jaggies. In the event of a texture coordinate being outsi,de the texture, it is either clamped or wrapped. Anisotropic filtering better eliminates directional artefacts when viewing textures from oblique viewing angles.