LOD in Texturing

how does GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD and LOD_BIAS works?
To check it visually, i have created 66 texture wth mipmapping and if for values > 0.5 for MIN_LOD i get a 33 texture irespective of values for MAX_LOD. If i change LOD_BIAS it does not affect my o/p. I am not able to figure out how it works exactly.
Can anyone explain it by stating an example.

Bounce…!!

Look in the GL 4.3 spec and search for “texture min lod”. After a few hits you’ll end up in Section 8.14 titled Texture Minification.

Look at figures 8.4-8.6 on pgs. 250-251. See subsequent sections such as 8.14.3 Mipmapping for more details. There it takes the computed lamda and maps it to a MIPmap level for different min filters.