diff --git a/docs/beginner/tutorial5-textures/README.md b/docs/beginner/tutorial5-textures/README.md index 9cfbe842..63a49eb5 100644 --- a/docs/beginner/tutorial5-textures/README.md +++ b/docs/beginner/tutorial5-textures/README.md @@ -150,7 +150,7 @@ The `mag_filter` and `min_filter` options describe what to do when a fragment co There are 2 options: * `Linear`: Attempt to blend the in-between fragments so that they seem to flow together. -* `Nearest`: In-between fragments will use the color of the nearest pixel. This creates an image that's crisper from far away, but pixelated upc close. This can be desirable, however, if your textures are designed to be pixelated, like in pixel art games, or voxel games like Minecraft. +* `Nearest`: In-between fragments will use the color of the nearest pixel. This creates an image that's crisper from far away, but pixelated up close. This can be desirable, however, if your textures are designed to be pixelated, like in pixel art games, or voxel games like Minecraft. Mipmaps are a complex topic, and will require [their own section in the future](/todo). For now, we can say that `mipmap_filter` functions similar to `(mag/min)_filter` as it tells the sampler how to blend between mipmaps.