if I just have the GLuint from a texture object, I can check whether it is in fact a texture (glIsTexture()) but I can't check what target it has, right? I can try to bind it to GL_TEXTURE_2D, GL_TEXTURE_3D etc.. and test which call generated errors and which succeeded. Bound to the right target I can query all kinds of parameters (glGetTexParameter*).
So my question is, have I overlooked a function that can tell me the kind of texture / the target if all I have is a GLuint from which I only know that it is a texture (result from glIsTexture) ?