I use a `Texture` `struct` that contains a `mipmap: bool`, on creation: ```rust if mipmap { C3D_TexInitMipmap(...) } else { C3D_TexInit(...) } ``` on texture upload: ```rust C3D_TexUpload(...); if mipmap { C3D_TexGenerateMipmap(...); } C3D_TexFlush(...); ```