In all the examples, GL_TEXTURE_MIN_FILTER and GL_TEXTURE_MAG_FILTER are always set before glTexImage2D is called. Is there any reason for this?
I know that they have to be set (or you have to make mipmaps) before the texture is usable, but is there anything wrong with setting them after glTexImage2D?
Examples:
GL11.glTexParameteri(target, GL11.GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GL11.glTexParameteri(target, GL11.GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GL11.glTexImage2D(target, 0, GL_RGBA8, t_width, t_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureBuffer);
vs
GL11.glTexImage2D(target, 0, GL_RGBA8, t_width, t_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureBuffer);
GL11.glTexParameteri(target, GL11.GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GL11.glTexParameteri(target, GL11.GL_TEXTURE_MAG_FILTER, GL_NEAREST);