Assuming mipmapping is desirable:
I call glGenerateMipmapEXT(GL_TEXTURE_2D); when I first allocate the render target for my FBO. Do I have to call this again when I've completed rendering to it to correctly populate all the mipmapping levels, or do subsequent render calls render to all levels simultaneously?
I have an example where one of my object is fading to <0,0,0,0> when the min filter (GL_LINEAR_MIPMAP_LINEAR) kicks in, and I'm assuming that not re-mipmapping after rendering is causing this.
I've looked through a few examples, and have found a couple where subsequent glGenerateMipmap calls are made, but more where they aren't.
Opinions?