Mipmapping is just a setting that tells DBP how to manage textures.
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DBP v1.077 / 'Help -> DarkBasic Professional Help' / Set Object Texture
Every texture is painted onto an object using an internal set of values called UV data. This data contains a range of real numbers from zero to one. Zero specifying the top/left corner of your texture and one being the bottom/right corner of your texture. When an object uses UV data greater and less than this range, you are permitted a number of texture wrap modes to describe what should happen to paint these areas. Setting the Texture Wrap Mode to zero will use the default wrap mode which repeat the pattern of the texture over and over, a mode of one will mirror the texture to create a seamless texture pattern and a mode of two will set clamping which retains the colour of the last pixel at the textures edge and paint with that throughout the out of range area. The Mipmap Generation Flag is used to ensure the image has a mipmap texture. A mipmap is a texture that has many levels of detail, which the object can select and use based on the objects distance from the camera. Use integer values to specify the parameters.
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A normal map is a texture that changes the way 'light' reflects off an object. Normals are lines or paths that extend from an objects surface. These normals have vectors / angles. By changing the angle of these 'normals' you can simulate geometry.
If you know anything about how terrain height is calculated using a gray image, where white is high and black is low and all the gray colors are anything inbetween, normal maps are similar in concept. Except they use RGB coloring for x,y,z data.
Like a door... conservative geometry would just be a thin rectangle with no details common to decorative doors. By applying a texture and a normal map to this thin rectangle you can simulate the affects of detailed geometry by playing with how 'light' reflects off of it. Example: (
click here)
Normal Mapping Intro / Wikipedia: (
click here)