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As a textured object moves farther from the viewpoint (minification), the ratio of pixels to texels in the becomes very low.
The texture ends up being sampled at a very low rate, producing low quality rendering
To better handle texture minification mipmapping can be used.
Lower-resolution images can be generated an stored besides the full resolution texture image:
glGenerateMipmap( GL_TEXTURE_2D );
These Lower-resolution images are called mipmaps:
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