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mipmaps (or pyramids) are pre-calculated sequences of images, each of which is a progressively lower resolution representation of the same image
Textured objects can be viewed, like any other objects in a scene, at different distances from the viewpoint — in a dynamic scene, as a textured object moves further away from the viewpoint, the texture map must decrease in size along with the size of the projected image
To avoid such artefacts, you can specify a series of pre-filtered texture maps of decreasing functions, called mipmaps
To specify these textures, call glTexImage2D() once for each resolution of the texture map, with different values for the level, width, height and image paramters. Starting with zero, level identifies which texture in the series is specified