   weird segfault (involving glTexImage2D)
  I've mentioned before that I'm undertaking a conversion of Super Maryo Chronicles from SDL to pure openGL, for a few reasons.Anyway, currently I'm working on getting it to run in SDL /w openGL so that the sound and timing are intact.So far so good, all the shapes of different objects draw okay, and the game is fully functional, except that because it's in openGL, SDL surfaces dont really suffice as graphics.I put together a little diddy ( well I shouldnt say *I* put together, more like copied it from a newsgroup and edited to make it actually _work_ -.- ).In a little test demo of the function I did, it worked great, but applied to the maryo game, I get a dumb segfault.Now, the segfault doesn't seem to have anything to do with SDL, it occurs when calling either gluBuild2DMipmaps, or glTexImage2D (and yeah.. glu/ogl are linked and such). when I comment out that part, it works but obviously the texture doesn't get bound to a sprite object because the info never got uploaded to video.I've tried the debugger for an hour or so and I'm really not getting any clues as to what is causing it.I have no idea why the tex upload functions wouldn't work in this situation, too. go figure -.-   
  eh, nevermind... managed to get it working... this is neat :O   ;  What was the issue, incase anyone else has this same thing happen to them?  Thanks.   