Mipmapping is there to improve the quality of rendering.
It makes lower resolution copies of whichever texture you give it and uses them to render objects as they move into the distance.
This gets rid of 'sparklies' for want of a better word ^^ but does also introduce its own less noticeable defect which can be seen when it switches from one mipmap to the next ( you can see a line where they meet ).
Change your simple texture to one with some detail and try rendering it with mipmapping and without to see which method you prefer.
It makes lower resolution copies of whichever texture you give it and uses them to render objects as they move into the distance.
This gets rid of 'sparklies' for want of a better word ^^ but does also introduce its own less noticeable defect which can be seen when it switches from one mipmap to the next ( you can see a line where they meet ).
Change your simple texture to one with some detail and try rendering it with mipmapping and without to see which method you prefer.