code: public int reload(TextureImpl texture, int srcPixelFormat, int componentCount,
  			int minFilter, int magFilter, ByteBuffer textureBuffer) {
      	int target = SGL.GL_TEXTURE_2D;
          int textureID = createTextureID(); 
          GL.glBindTexture(target, textureID); 
          
          GL.glTexParameteri(target, SGL.GL_TEXTURE_MIN_FILTER, minFilter); 
          GL.glTexParameteri(target, SGL.GL_TEXTURE_MAG_FILTER, magFilter); 
          
          // produce a texture from the byte buffer
          GL.glTexImage2D(target, 
                        0, 
                        dstPixelFormat, 
                        texture.getTextureWidth(), 
                        texture.getTextureHeight(), 
                        0, 
                        srcPixelFormat, 
                        SGL.GL_UNSIGNED_BYTE, 
                        textureBuffer); 
          
          return textureID; 
  	}
docs: Reload a given texture blob
  
  @param texture The texture being reloaded
  @param srcPixelFormat The source pixel format
  @param componentCount The component count
  @param minFilter The minification filter
  @param magFilter The magnification filter
  @param textureBuffer The pixel data
  @return The ID of the newly created texture