Due to interpolation, it is entirely possible for OpenGL to sample outside of the bounds of your texture coordinates. GL12.GL_CLAMP_TO_EDGE fixes this. GL11.GL_CLAMP only clamps texture coordinates to 0.0-1.0, so it doesn't do anything to prevent interpolation outisde of 0.0 - 1.0. Try it. =D
Does this mean I have to switch everything to 1.2?
Am I right that I have to put it just before the draw call each time? I tried to put it in my opengl init function and it didnt do anything?
No problems, I'm just happy that I can have some use of the knowledge I built up from trial and error
Put it where you first create the texture and not at every draw.