Before initializing OpenGL you need to create its window context first. During this context creation it is typical to request specific Core functionality; if you don't, GL2 and lower is used by default. Note that some features may not be enabled until you request 3.0 core functionality explicitly, which may also disable some older deprecated functionality.
Therefore, unless you are explicitly using Core 3 functionality, you *should* check for extension support before use.
Although it may not be your case, on some video cards (mostly by Intel) there are bugs in OpenGL implementation that may lead to crashes. For instance, on Intel X3100 and latest drivers, creating and releasing textures frequently causes AV.
By the way, if you are using DGL headers, where do you call InitOpenGL(), ReadExtensions() and ReadImplementationProperties()?
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