Thanks. :)
Don't load mip maps, if that's really the issue (it's probably not).
What do you have for a minification filter ? (glTexParameter()) ?
Perhaps you really want trilinear mip-map filtering and/or
http://gregs-blog.com/2008/01/17/opengl-texture-filter-parameters-explained/
or
http://www.flipcode.com/archives/Advanced_OpenGL_Texture_Mapping.shtml
anisotropic filtering (see:)
http://developer.nvidia.com/object/Anisotropic_Filtering_OpenGL.html
If the texture is larger than the area of the (thinner) trinagle in pixels,
you unavoidably will get aliasing.
You need to choose an appropriate filtering technique to minimize artifacts.
-jbw
That's called Anisotropic Aliasing.
To fix it you don't turn anything off, you turn on
anisotropic filtering.
See this page:
http://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
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