Ok I'm a bit confused.... DX is using lod 0 mipmap (the default map) for everything. and Opengl uses the correct lod mipmaps except lod 0 right?
D3D doesn't support mipmaps properly, so it's always using the base map (the highest resolution one). OpenGL will make full use of mipmaps, which means that it will use what ever mipmap level best fits the geometry. Multiple mipmap levels can be in use on a model at the same time (when you are viewing at an angle, or perspective, etc.). Whether you are viewing LOD0 or LOD3 of the model makes no difference for what mipmap is used, the two things are totally unrelated. If you have a full mipmap chain, with 1024x1024 as the base, and a given LOD0 model would fit a 256x256 texture in the current view, then OpenGL will use what ever mipmap level is closest to 256x256. There would just be no reason to use a 1024x1024 texture in that case since it would have to be filtered down to fit anyway, and that distorts the image, producing very sharp edges, coloring issues, shimmering, etc. If you were viewing LOD3 at full screen then it might use the 1024x1024 texture because that's what best fits it.
It's the same thing as in real life, the further something is from you the less detail it has. D3D isn't using textures properly to simulate this, OpenGL does. It not only provides a more realistic view of the model/scene, it also can greatly increase performance since it's only using the texture size that best fits the model rather than forcing it to fit.
If you look at your model in the lab then you'll see more detail in the texture, since the model is larger in that view and it will use a larger mipmap. Now change the LOD for that model, you'll notice that although the model geometry changes, the texture is exactly the same. It's the same in-game, if you are futher away from the model it should have less detail in the textures, but if you get close up then you can see every single bit of detail in the texture.
It's doing exactly what it should do.