Texparameters need to be set while texture is bound.
This was causing the GLSL Fast-flip code in GLJPanel to die, I think it was trying to mipmap the FBO.
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@ -127,12 +127,13 @@ public class RealisticRenderer extends RocketRenderer {
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g.render(gl);
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g.render(gl);
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if (decals && t != null && tex != null) {
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if (decals && t != null && tex != null) {
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gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
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gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
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tex.enable(gl);
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tex.enable(gl);
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tex.bind(gl);
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tex.bind(gl);
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gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
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gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
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gl.glMatrixMode(GL.GL_TEXTURE);
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gl.glMatrixMode(GL.GL_TEXTURE);
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gl.glPushMatrix();
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gl.glPushMatrix();
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@ -170,6 +171,7 @@ public class RealisticRenderer extends RocketRenderer {
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gl.glMatrixMode(GL.GL_TEXTURE);
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gl.glMatrixMode(GL.GL_TEXTURE);
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gl.glPopMatrix();
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gl.glPopMatrix();
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gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
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tex.disable(gl);
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tex.disable(gl);
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}
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}
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