Highest MIP-map level that will be used during rendering.
The highest level that actually exists will be L = log(max(m_width, m_height), 2)), although it is fine to set maxMipMap higher than this. Must be larger than minMipMap. Default is 1000.
Setting the max mipmap level is useful for preventing adjacent areas of a texture from being blurred together when viewed at a distance. It may decrease performance, however, by forcing a larger texture into cache than would otherwise be required.