GL_NEAREST and GL_LINEAR
The former indicates "using the color of the pixel closest to the coordinate in the texture as the pixel color to be drawn ",
The latter indicates that "the pixel colors to be drawn are obtained using the weighted average algorithm using the colors closest to the coordinates in the texture ".
The former is relatively simple and requires less computation and may be faster,
The latter requires weighted average calculation, which involves Division operations, which may be slow (however, if there is a dedicated processing hardware, the speed may be the same ).
From the perspective of visual effects, the former has poor effects, and in some cases the Sawtooth phenomenon is obvious, and the latter has better effects (but if the texture image itself is relatively large, the two will be close to each other in terms of visual effect ).