Hi Antiro,

Without screenshots and a working example that illustrates what you
think is a problem there isn't much we can do to help you.  Filtering
has worked from the very early days of the OSG, it's not something
that is known to be problematic, you just set the filter values and
you're done.

FYI, the OSG example osgtexture2D creates a partial cube rendered with
textures and steps through different filter modes on the left hand
side wall where the brown/black terrain texture is rendered.  When it
cycles through to NEAREST, NEAREST you will see a highly pixelated
result - zoom into this wall to see texels more clearly.

Robert.
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