title: Creating and using my own mipmap of a texture atlas
body: <p>I'm currently using the automatic mipmap generation (C# + OpenTK):</p>
  
  <pre><code>GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
  </code></pre>
  
  <p>The texture I'm using is tiled into blocks of 16px². So my questions would be:</p>
  
  <ul>
  <li>Is it possible to use a mipmap which doesn't get downsized to 1x1?</li>
  <li>What would be the best way to create a mipmap which doesn't "blur" the blocks into another?</li>
  </ul>