# TextureMinificationFilter

#### TextureMinificationFilter()
Renderer/TextureMinificationFilter.js 16

Enumerates all possible filters used when minifying WebGL textures.

##### See:

- TextureMagnificationFilter

### Members

#### static constantCesium.TextureMinificationFilter.LINEAR : Number
Renderer/TextureMinificationFilter.js 30

Samples the texture through bi-linear interpolation of the four nearest pixels. This produces smoother results than `NEAREST` filtering.

#### static constantCesium.TextureMinificationFilter.LINEAR_MIPMAP_LINEAR : Number
Renderer/TextureMinificationFilter.js 75

Read texture values with linear sampling from two adjacent mip levels and linearly interpolate the results.

This option provides a good balance of visual quality and speed when sampling from a mipmapped texture.

Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.

#### static constantCesium.TextureMinificationFilter.LINEAR_MIPMAP_NEAREST : Number
Renderer/TextureMinificationFilter.js 50

Selects the nearest mip level and applies linear sampling within that level.

Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.

#### static constantCesium.TextureMinificationFilter.NEAREST : Number
Renderer/TextureMinificationFilter.js 23

Samples the texture by returning the closest pixel.

#### static constantCesium.TextureMinificationFilter.NEAREST_MIPMAP_LINEAR : Number
Renderer/TextureMinificationFilter.js 63

Read texture values with nearest sampling from two adjacent mip levels and linearly interpolate the results.

This option provides a good balance of visual quality and speed when sampling from a mipmapped texture.

Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.

#### static constantCesium.TextureMinificationFilter.NEAREST_MIPMAP_NEAREST : Number
Renderer/TextureMinificationFilter.js 40

Selects the nearest mip level and applies nearest sampling within that level.

Requires that the texture has a mipmap. The mip level is chosen by the view angle and screen-space size of the texture.