If this is calling TexSubImage2D, try replacing it with TexImage2D.
Thanks!! This was the solution.
I think this is a bug in JOGL.
Detailed explanation:
I want to create a texture with manually loaded mipmaps. So I create a texture with auto-mipmap off. Now I want to add the mipmaps. This fails, because glTexSubImage2D is only allowed, if the corresponding image already exists. But it doesn't, because I disabled auto-mipmap and so there is only level 0 available!
OK, you could say, that I may not call updateSubImage when there are no mipmap images. But I have no choice: There is neither a method to set mipmap images (updateImage has no parameter for the mipmap level), nor can I first enable auto-mipmap and then overwrite the mipmaps (JOGL doesn't allow to change the mipmap images in this case).
Suggestion: Add a parameter for the mipmap level to Texture.updateImage and the problem is solved.
Can you fix that, please?