for (unsigned int i = 0; i < numTextures; ++i) {
glBindTexture(GL_TEXTURE_2D, blockWall01.textureIds[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
AiString originalTexturePath;
if (aiGetMaterialTexture(sceneData->mMaterials[sceneData->mMeshes[i]->mMaterialIndex],