I would like to know how to access the 4 neighbor texels of a texture coordinate. In other words I want to get the 4 values around the fractional texture coordinates inorder to do my own filterring.
How should I define the texture:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) or
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
What's the significance of NEAREST / LINEAR in the fragment shader?
I would be very thanksful to get any additional information about this subject.