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Texture mapping
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===Texture filtering=== The way that samples (e.g. when viewed as [[pixel]]s on the screen) are calculated from the [[texel (graphics)|texel]]s (texture pixels) is governed by [[texture filtering]]. The cheapest method is to use the [[Nearest-neighbor interpolation|nearest-neighbour interpolation]], but [[bilinear interpolation]] or [[trilinear interpolation]] between [[mipmap]]s are two commonly used alternatives which reduce [[aliasing]] or [[jaggies]]. In the event of a texture coordinate being outside the texture, it is either [[Clamping (graphics)|clamped]] or [[Wrapping (graphics)|wrapped]]. [[Anisotropic filtering]] better eliminates directional artefacts when viewing textures from oblique viewing angles.
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