Is there any chance you could add mipmap support to SFML(Texture's constructor, maybe?)
From what I'm reading here, it should be only a few extra lines of code (GL_GENERATE_MIPMAP for OpenGL>=1.4 and glGenerateMipmap for OpenGL>=3.0)...
I managed to get it to work, but it looks really ugly.
Anyway, this is what I have now(and it does give me the results I want), if anyone else is interested:
(in C# using Tao.OpenGL via OpenTK.Compatibility)
string texPath = "hello-world.png";
using (var img = new Image(texPath))
{
var tex = new Texture(img);
tex.Smooth = true;
tex.Bind();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_GENERATE_MIPMAP, Gl.GL_TRUE);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR_MIPMAP_LINEAR);
tex.Update(img);
//Store tex somewhere
}
I can say that it's not just 3D games that benefit from mipmaps, that's for sure.