Well, the crash was indeed caused by not having a valid context. I moved the 
code into a DrawCallback and it worked but not how I expected. I was hoping 
that binding a PBO to the state would cause copyTexImage2D to read contents 
from the PBO. Instead, its just grabbing data from the regular frame buffer / 
color buffer. 

It seems like what I'm trying to do shouldn't be so hard. I just need to blit a 
piece of an image onto a piece of a texture. Doing to by rendering to a texture 
seems really out of the way. Anyone know of another approach? 

Thanks,
Trystan

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