Well after cleaning up all of the latest texture handling to put us back on par with Studio you can now use mipmapping. You can generate mipmaps with the new texture_add or the traditional sprite_add/background_add and then set the filter using the new texture functions. You'll have to pull my changes from GitHub to start using the updated functions, I am waiting to update the ZIP so I can add it into the compiler and let you toggle mipmaps on sprites and backgrounds in LateralGM since it is anticipated that this will also be a feature of Studio. Why you ask? Because I asked Dailly a couple of times in person and he confirmed it, he just for some reason thinks it takes more effort than it really does? He literally told me it's a complex feature that takes time to test and implement on multiple platforms, but for some reason application_surface and other changes are implemented abruptly and brutally, idk, don't ask me because I am not him.
Documentation is available on the Wiki.
http://enigma-dev.org/docs/Wiki/Texture_FunctionsThe functions work the same for all graphics systems and utilizing mipmapping on high resolution textures should improve your games performance dramatically, for instance my terrain demo goes from 100fps to around 500 as you can see in the screenshot.
The updated version that is watered down for the sake of showing off mipmapping is available for download.
Download:
https://www.dropbox.com/s/ls34n8lrb81bbi5/texturefiltering.zipSize: 1.22mb's