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You need to use texture linear filtering or nearest filtering. texture.minFilter = THREE.LinearFilter;


You can't. No processing can add quality or resolution to your textures if it wasn't there from the beginning. If you really need better quality, then you must use bigger assets. Then your question will become: "how to save quality when scaling textures down", and the answer will be - by using mipmaps. You can cheat by: blurring pixels when they become ...

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