The Texture that i'm mapping is a 1024 by 1024 png being loaded by the slick pngdecoder

When viewed after being mapped onto a quad, it is very pixelated and the Large text gets transformed into a Brown rectangle

Here is the texture
and here is a screen-shot of the texture in the OpenGL display


nvm thread wont post with the pictures

if you need source code here is the texture loading method

Code :
public static int loadPNGTexture(String filename, int textureUnit) {
		ByteBuffer buf = null;
		int tWidth = 0;
		int tHeight = 0;
 
		try {
			// Open the PNG file as an InputStream
			InputStream in = new FileInputStream(filename);
			// Link the PNG decoder to this stream
			PNGDecoder decoder = new PNGDecoder(in);
 
			// Get the width and height of the texture
			tWidth = decoder.getWidth();
			tHeight = decoder.getHeight();
 
			System.out.println("Texture " + filename + "\n"
					 + "Width: " + tWidth + " Height: "+ tHeight);
 
			// Decode the PNG file in a ByteBuffer
			buf = ByteBuffer.allocateDirect(
					4 * decoder.getWidth() * decoder.getHeight());
			decoder.decode(buf, decoder.getWidth() * 4, PNGDecoder.RGBA);
			buf.flip();
 
			in.close();
		} catch (IOException e) {
			e.printStackTrace();
			System.exit(-1);
		}
 
		// Create a new texture object in memory and bind it
		int texId = GL11.glGenTextures();
		GL13.glActiveTexture(textureUnit);
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, texId);
 
		// All RGB bytes are aligned to each other and each component is 1 byte
		GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
 
		// Upload the texture data and generate mip maps (for scaling)
		GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, tWidth, tHeight, 0,*
				GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buf);
		GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
 
		// Setup the ST coordinate system
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
 
		// Setup what to do when the texture has to be scaled
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,*
				GL11.GL_LINEAR_MIPMAP_NEAREST);
		GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,*
				GL11.GL_LINEAR_MIPMAP_LINEAR);
 
 
 
		return texId;
	}

I played around with the glTexParameteri() values,

PS. someone tell me how to post a picture

Please help!!