iPhone mipmaps

Here is some code that shows the glTexParameterf values that need to be set to automatically generate mipmaps and to get OpenGL to use them

glBindTexture(GL_TEXTURE_2D, texture[0]);
	
//Next 2 lines are required if not mipmap
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	
//Next 3 lines required if mipmap
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_GENERATE_MIPMAP, GL_TRUE);
	
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);