Add ability to load compressed image's mipmaps with a starting range
This would allow an unique image fit various texture quality range instead of having multiple images compressed and mipmapped to fit multiple render quality targets (e.g. low, medium, high texture quality settings).
Shader's mipmapping could be used at the moment as a way to change the texturing quality but the memory requirements to load the original mipmapped texture would still be large for a low end hardware.
This method also does solve the problem of having multiple assets stored in hard disk by having an unique compressed image that fits all the targets.