Mip-mapping is a pretty good method to avoid ugly moire effects on textures and allows faster texture handling.
On the other hand automatic Mip-mapping does not always create the best solution.
Unfortunately the BGE supports automatic mip-mapping only. It belongs to all objects or none.
- high contrast textures like shapes, fonts
- 2D-style games
- Cartoonish games etc.
A) allow to enable/disable mip-mapping at object level
B) allow to use custom mip-maps beside automatic mip-mapping
- Allows sharp and high contrast textures on selected objects
- Better control over the texture appearance by the game designer.
- I can’t see any drawbacks
- more complexity on setup
The only workaround I know is to scale up the texture with an image processor (without filtering).
I have no idea how complex such an implementation would be. I just know that OpenGL supports that.
- The GUI needs a flag to disable Mip-Mapping on Object
- The Python API needs an attribute to read and write this flag on the fly
- The GUI needs some options to set mip-maps maybe with texture panel?