scale textures without anti aliasing

i would like to scale a texture (generated using glCopyTexSubImage2D()) while avoiding anti-aliasing. Currently i am drawing a simple line on screen- copying that region as a texture and at last scaling the copied texture (using glscale()) just before drawing it. Scaling the texture this way introduces anti-aliasing. any hints/tips on how to avoid this would be of great help.


set texture-filtering to nearest.

thank you! that worked.