Tagrineth said:
"Linear" filtering (point sampling) is like what you see in old Software 3D games (DOOM, Duke Nukem), and PSX.
Bilinear takes 4 texels and linearly interpolates in two dimensions, which is where the "bi" comes from. Trilinear takes 2 bilinear filtered samples and linearly interpolates them, so you get "tri" linear. "Linear" filtering would imply grabbing two texels and linearly interpolating only once. This is similar to the Xabre's "performance bilinear", which is not bilnear at all but more of "linear" filtering.
Point sampling isn't "linear" or "filtering" anything - it's an unaltered texel taken straight from the texture. There is no filtering or linear anything... dunno where you got the "linear filtering" comment. Also, point sampling in and of itself does not cause the horrible shimmering effects seen in classic DOOM; this is caused by DOOM's lack of mipmaps. Point sampling is only somewhat shimmery, but
extremely blocky. If you used bilinear sampling without mipmaps, you would get just as much shimmering as point sampling without mipmaps - but textures would look much smoother up close.