
I had a quite look at the actual mipmap data
I removed the other textures so you can see it more clearly

The textures actually get darker as they get smaller. So presumably they rolled their own mipmaps specifically to create this effect.
I guess we can support this. Currently I just let the hardware automatically create the entire mipmap chain (this is extremely fast).
But we could use the real3d mipmap data directly. Just in software we would need to create the mipmaps down to 1x1 pixels, as the real3d only seems to have 6 levels of mipmaps. Which for anything over 32 pixels is not enough.