Quake 3 r_textureMode
example.
Quake 3's r_textureMode
cvar has four settings. Generally, you'll only want GL_LINEAR_MIPMAP_LINEAR
, which applies a linear filter to both the texture and the mip levels (?).
However, I personally like the look of GL_NEAREST_MIPMAP_LINEAR
, which shows the hard edges of the pixels, but still blends the mip levels.
LINEAR
means linear filter, which blurs linearly between pixels and mip levels. NEAREST
means nearest neighbor, which keeps hard edges between pixels and mip levels.
GL_
is the texture filter, while MIPMAP_
applies the specified filter between mip levels.