Textures are occasionally not loading up to the highest mipmap level
Original report by Jan Boon (Bitbucket: [Jan Boon](https://bitbucket.org/Jan Boon), ).

Often occurs with trees for some odd reason.
Also seen happening on crates and other random objects.
Original comment by Jan Boon (Bitbucket: [Jan Boon](https://bitbucket.org/Jan Boon), ).
Increase texturing limits (*4), ref #203 (TODO: Update config translations)
Original comment by Jan Boon (Bitbucket: [Jan Boon](https://bitbucket.org/Jan Boon), ).
Textures are popping in and out of max/low midmap. Seems to be an issue with distance check.
Original comment by Jan Boon (Bitbucket: [Jan Boon](https://bitbucket.org/Jan Boon), ).

It should look like this.
Original comment by Cédric Ochs (Bitbucket: [Cédric OCHS](https://bitbucket.org/Cédric OCHS), ).
I begun to implement some OpenGL extensions to determinate VRAM memory, perhaps we could use them to determinate how much memory we could use for textures cache :)
Original comment by Jan Boon (Bitbucket: [Jan Boon](https://bitbucket.org/Jan Boon), ).
Cool. Could be useful (although still needs a user setting, in case you run multiple clients.)
Original comment by Cédric Ochs (Bitbucket: [Cédric OCHS](https://bitbucket.org/Cédric OCHS), ).
Ah yes, good idea :)
Original comment by Jan Boon (Bitbucket: [Jan Boon](https://bitbucket.org/Jan Boon), ).
Also, this limit setting only applies to async loaded textures. Render targets for effect, loading screens, and I think landscape tile textures aren't included.