The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera.
[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate.
The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing.
[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate.