title: Texture Filtering Mode in 3D graphics
body: <p>Is there any specific relations between the workload/ overhead of different types of Texture filtering modes? i.e. comparing for "no filtering mode", bilinear filtering and trilinear filtering? and are they specific to 3D, or we have them also in 2D?</p>
  
  <p>Thanks :)
  --Mohammad H.</p>