Why is performance boost due to mipmaps? I read somewhere on the net that "when we have 256 x 256 texture data and want to map it to 4x4, then driver will copy only 4x4 mipmap level generated to GPU memory and not 256x 256 data. and sampling will work on 4x4 data copied on GPU memory which will save lot of computations" I just want to know whether it is correct or not?
Also, when glTeximage call happens it uploads texture data in gpu memory which is passed in glteximage call. Then it conflicts with above statement. When we call glgeneratemipmap() does it create all the mipmap levels on CPU side and then later copies all those levels on GPU side?