FYI, I did setUnRefImageDataAfterApply to false. The image data becomes valid, 
but the buffer object is NULL. One OSG example uses a textureBufferObject with 
BindTextureImage, which is OK. But if you use a texture, there is no buffer 
object.

Perhaps just a simple check for valid 'getBufferData' and then a check for 
'getBufferObject'??

Or even better, if 'to' is NULL, shouldn't just the _target be applied?

Whether image data is NULL or not, the texture object should be valid after 
_target->apply if it's setup correctly and have a valid ID to bind (with 
glBindImageTexture).

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