If I do the following in my code:

glBindTexture(GL_TEXTURE_2D, tex_obj_bind);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, tex_map_x_size,tex_map_y_size, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, map);

and then I go on and change the wrap states and the min and mag filter states and
load some more textures, and then I bind this texture again and draw some polygons
with it, will I have to set back the wrap state and the min and mag filter state? In other words, are ANY states saved when the texture is loaded or is the current state
of the system used when primitives are drawn?