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