Thats what i use at the init :?
Code:// when texture area is small, bilinear filter the closest mipmap glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // when texture area is large, bilinear filter the original glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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