glCompressedTexImage2D seems to cause segfault.

[QUOTE=kingc8;1247797]However, I was working on a tool which uses immediate mode and the texture loader uses identical code, including the glCompressedTexImage2D.

-And this code segfaults when it runs the glCompressedTexImage2D line.[/quote]

Is this your problem?

Use glTexImage2D to allocate compressed textures.