On page 164 of Real Time Rendering (3rd Edition) there is the following passage:
"For textures encoded in a nonlinear space (such as most color textures), ignoring gamma correction when filtering will modify the perceived brightness of the mipmap levels. As you get further away from the object and the uncorrected mipmaps get used, the object can look darker overall, and contrast and details can also be affected. For this reason, it is important to convert such textures into linear space, perform all mipmap filtering in that space, and convert the final results back into nonlinear space for storage."
It's entirely possible that linear and nonlinear space were described at some earlier point, but I'm damned if I can find where. Please feel free to enlighten me...