Current texture filtering is set to GL_NEAREST. This may not be desires in all cases.
Lower resolution textures will look pixelated (if that's the desired out come), but high resolution textures show a lot of discretization and banding.
Users should be able to set the filtering type on a per-project bases as well as in a per-texture basis.
Current texture filtering is set to GL_NEAREST. This may not be desires in all cases.
Lower resolution textures will look pixelated (if that's the desired out come), but high resolution textures show a lot of discretization and banding.
Users should be able to set the filtering type on a per-project bases as well as in a per-texture basis.