SDL2/OpenGL in Golang: GLBind (SDL_GL_BindTexture) panic

I think it has something to do with the kind of video driver SDL2 is using behind the scenes.
Ran into the same problem. However, on my Windows 10 when I specify…

SDL_SetHint(SDL_HINT_RENDER_DRIVER,"opengles2");

…before calling SDL_Init then binding the texture works, albeit with the RGB channels swapped.
Also interesting, with and without the hint it answers it is using the windows driver when asked about (by calling SDL_GetCurrentVideoDriver).