> Also my loading does MipMap as well for the sake of speed over
> distances.

this fella says it best:

"The two main problems with texture mapping are the following:

- if a texel covers many pixels, you get a patchwork quilt of the
texture.
- if a pixel covers many texels, you get ugly flashing artifacts."
(http://xarch.tu-graz.ac.at/home/rurban/news/comp.graphics.algorithms/gfx/gfx1.html#mip)

mipmapping is far more important for preventing texture aliasing than
for reducing render times on distant objects.

still very impressed that you're conning the HL engine into doing what
you want without any waste. respect :)

-randomnine-

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