If found the way by myself, if this can help to someone, is a question of attaching the texture again and change it before the fbo generation.

Like:
```
glBindTexture(GL_TEXTURE_2D, d->fbo->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering