On second thought I'm starting to have doubts about what you are saying
being true.  I thought that the engine chooses right mipmap size based on
the estimate of the dimensions of the resulting screen projection.  And if
it works like you describe than there should be some absolute scale for all
textures that says what mipmap level corresponds to what resolution.  I.e.,
if the fragment is going to be about 100 pixels wide, and is at a 45 degree
angle, the engine should choose the texture no less than 256 pixels wide
(closest from above power of two to 100 * cos(45)).  You say it will choose
minpam level X - based on what criteria?
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