Libgdx - What Graphic Settings can i expose?

Hello guys!
I have a question that i’ve been researching in google and in the openGl superbible.

I want to know, what kind of Filters and options i can make in code, to make it faster/bad graphic quality and slower?/Better Graphic Quality

 
TmxMapLoader.Parameters params = new TmxMapLoader.Parameters();
        params.textureMagFilter = Texture.TextureFilter.Nearest;
        params.textureMinFilter = Texture.TextureFilter.Nearest;

        map = new TmxMapLoader().load("levels/One/LevelOne.tmx", params);

  public ArcherMovement() {

        TextureAtlas atlas = AssetAccessor.getInstance().manager.get("packed/archerresources.atlas", TextureAtlas.class);

        //Walk Left
        walkingLeft = new Sprite[4];
        walkingLeft[0] = atlas.createSprite("archer/archer_walking_left", 1);
        walkingLeft[1] = atlas.createSprite("archer/archer_walking_left", 2);
        walkingLeft[2] = atlas.createSprite("archer/archer_walking_left", 3);
        walkingLeft[3] = atlas.createSprite("archer/archer_walking_left", 4);

        walkLeft = new Animation(0.20f, walkingLeft);

        //Walk Right
        walkingRight = new Sprite[4];

        walkingRight[0] = atlas.createSprite("archer/archer_walking_right", 1);
        walkingRight[1] = atlas.createSprite("archer/archer_walking_right", 2);
        walkingRight[2] = atlas.createSprite("archer/archer_walking_right", 3);
        walkingRight[3] = atlas.createSprite("archer/archer_walking_right", 4);

        walkRight = new Animation(0.20f, walkingRight);

        //Standing
        standing = new Sprite[3];
        standing[0] = atlas.createSprite("archer/archer_standing", 1);
        standing[1] = atlas.createSprite("archer/archer_standing", 2);
        standing[2] = atlas.createSprite("archer/archer_standing", 3);

        stand = new Animation(0.28f, standing);

        //Dead
        dying = new Sprite[2];
        dying[0] = atlas.createSprite("archer/archer_dying", 1);
        dying[1] = atlas.createSprite("archer/archer_dying", 2);

        dead = new Animation(0.28f, dying);

        winning = new Sprite[1];
        winning[0] = atlas.createSprite("archer_hooray");

        win = new Animation(0.30f, winning);

I know that,
"GL_LINEAR smooths those out, GL_NEAREST presents them in their full glory. "

I know also about mipMapping but i dont know how to generate them or if they must be pre-gen.

This is a new Area for me , so any tip is totally appreciated. :slight_smile: