Mipmapping in Blender player

Hi, I’m working on a walkthrough of a city planning project.

When making an executable of the game, the mipmapping setting is ignored, there is always mipmapping in a standalone executable. Is there any way of forcing it to not use mipmapping?

The walktrhough uses a lot of big textures, which just fit in the video memory. When using mipmaps, the video card makes additiona low resolution maps, which also use space in video memory. Normally, mipmapping would be faster, but in my case, it’s crawling slow. To top that, it looks awful!

Any help?

Hey,
the command line switch -g nomipmap = (1|0), ‘should’ do the trick

snailrose