\r
GL(glGenTextures(1, &texture_));\r
GL(glBindTexture(GL_TEXTURE_2D, texture_));\r
- GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));\r
- GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));\r
+ GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));\r
+ GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));\r
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));\r
GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));\r
GL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, format_desc_.width, format_desc_.height, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0));\r