When rendering textures, you often need filtering methods to determine the color of a fragment when it doesn’t align perfectly with a texel (texture pixel). Common filtering methods include:
Box filtering is computationally simple since it only considers the closest texel, but it can produce rough-looking textures.
Bilinear filtering smooths out the texture but can still appear blurry when textures are scaled up.
choosing the “right size” texture for the job. Imagine switching to lower-resolution images the further away they are, which avoids unnecessary detail and reduces rendering workload.