My texture shows as one colour when I use CLAMP_TO_EDGE??

Here is what I do:

GL11.glBindTexture(GL11.GL_TEXTURE_2D, ID);
makeTexture(readImage(path), GL11.GL_TEXTURE_2D, true, hasAlpha);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);

After I added the last 2 lines with CLAMP_TO_EDGE my texture shows as one color like if I was using glColor. I have checked for glErrors but didnt find any. Im using mipmaped pngs as textures. If I remove the two lines everything works perfect again. Except for the seams between the textures I want to minimize using CLAMP_TO_EDGE.

GL12 is supported on my comp, but I should mention that its a laptop with a graphicscard that dont support shaders for instance. I have an exe-file from a tutorial on how to make a skybox and such that uses CLAMP_TO_EDGE and that file works perfect when executed. so CLAMP should work. So Im quite puzzled about why this happens.

Is it my graphicscard?
Is it LWJGL?
Or maybe something else…

Im desparate!
Thanks in advance.

I fixed the problem. When TexCoords are out of range 0-1 everything gets the same color as the border, when using CLAMP_TO_EDGE. I had my Coords negated by mistake. It worked, but not with CLAMP!