Try calling glGetError() after every OpenGL call to see if any of them are creating a problematic/erroneous state. I also came across this, which may be of some help.
thanks for the reply, but getting the errors didn't help (no errors), still crashes... however what you linked in gave me an idea, and I replaced the texture binding call with:
glBindTexture( GL_TEXTURE_CUBE_MAP, cubemap_tex );
and this solved the problem. So I believe this is a driver bug. It shouldn't crash under any circumstances, right?