No, sorry I wasn't clear about that. What I mean is this is not a bug in SFML but with my Intel drivers. It shouldn't cause a crash there AFAIK, even though it sometimes does. This is properly fixed in this case (for me that is) by making myTexture public. This makes me wonder just how card manufacturers decide to implement these functions... And just how often, and on what cards, will calling glDeleteTextures actually do anything on exit? ..Ideally it would delete the textures I suppose.
@GetTexture. Sure, but it would take one line of code and let users do this:
glBindTexture( GL_TEXTURE_2D, sf::Image::GetTexture() );
// draw a gluQuadric or something