Does the scale factor ever change depending on what the hardware can handle? Like if we're running on more powerful hardware, would we want to potentially keep more MIP maps for more precision
Does the maximum MIP map level change depending on the amount of memory we have? Or is there a standard max level?
Where is this information stored?
Why do the levels change by powers of 2? Is interpolating between level 0 and level 1 as smooth as interpolating between level 5 and level 6, for example?
Where do these scale number come from?
Is MIP mapping the current fastest/most modern way of texture mapping in things like video games when lots of other things might be taking up computational power?
What other ways are there to do texture mapping besides MIP maps?
How does the scale factor change? Is there a reason we choose these values?
How do we decide on a certain scale factor and where is the optimization done?
What determines the max level of mipmaps?