I'm not fully satisfied with the quality obtained with the mipmap automatically generated with this line of code:
glTexParameterf(GL10.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL10.GL_TRUE);
I thought to create (with Gimp) various scaled version of my texture for every texture used in my game. For example for a texture for a ball I will have:
ball256.png 256x256 px
ball128.png 128x128 px
ball64.png 64x64 px
ball32.png 32x32 px
ball16.png 16x16 px
1. Do you think is a good idea?
2. How can I create a single mipmapped texture from all these images?