Texture Filter Modes

So far, we've seen how textures can be used to sample image data in a fragment shader, but we've only used them in a limited context. Some interesting issues arise when you start to investigate textures more closely.

For example, if you were to zoom in on the cube from the previous demo, you would see that the texture begins to alias:

As we zoom in, we can see that jagged edges develop around the WebGL logo. Similar problems become apparent when the texture is very small on the screen. Isolated to a single object, such artifacts are easy to overlook, but they can become very distracting in complex scenes. Why do we see ...

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