The
TGLMinFilter is the filter used by
TGLTexture when a texture in minified (TGLTexture minfilter property). For example, if you were to have a sprite with a tree texture, how will the tree be displayed when it is moved into the distance.
TGLMinFilter = (miNearest, miLinear, miNearestMipmapNearest, miLinearMipmapNearest, miNearestMipmapLinear, miLinearMipmapLinear);
miNearest means that the color of the nearest texture element (point sampling) is used to display the texture. This has the least computational costs and the lowest quality.
miLinear uses the weighted average (linear interpolation) of the neighboring texture elements (four for 2D textures, two for 1D). It needs slightly more computing power, but looks better. Also known as bilinear filtering for 2D textures.
The other minification filters use mipmapping. When using mipmapping the system uses scaled down versions of the original textures to remove aliasing effects in the distance. These extra textures uses more texture memory but can improve the visual quality a lot.
miNearestMipmapNearest selects the nearest mipmap texture, and point samples it. This is the quickest filter that uses mipmaps but the result is poor and this setting is seldom used.
miLinearMipmapNearest selects the nearest mipmap texture, and uses linear interpolation on it. This gives a good result and is a good and relative quick filter.
miNearestMipmapLinear will point sample the two closest mipmap textures, and then linearly combines these samples.
miLinearMipmapLinear is the most expensive but visually the best filter. It linearly samples the two nearest mipmaps, and then linearly combines these samples. Also known as trilinear filtering. For even better quality, combine this setting with
anisotropic filtering.
Screenshots and some explanations taken from Joran Jessurun site with permission. His site is at
http://www.ds.arch.tue.nl/General/Staff/joran/wup/Default.menu?menu=6∞
Unit:
GLUtils∞
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