Seeing that the error comes from the line:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, SCRWIDTH, SCRHEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
Here are the reasons why that function could return GL_INVALID_VALUE. Since I can't check it for sure, you'll have to go through this list and make sure which one of them caused this issue.
GL_INVALID_VALUE is generated if level is less than 0.
GL_INVALID_VALUE may be generated if level is greater than log 2 max , where max is the returned value of GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if internalFormat is not 1, 2, 3, 4, or one of the accepted resolution and format symbolic constants.
GL_INVALID_VALUE is generated if width or height is less than 0 or greater than 2 + GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if non-power-of-two textures are not supported and the width or height cannot be represented as 2 k + 2 border for some integer value of k.
GL_INVALID_VALUE is generated if border is not 0 or 1.
EDIT: I believe it could be the non-power-of-two texture size that's causing the problem. Rounding your texture size to the nearest power-of-two should probably fix the issue.
EDIT2: To test which of these is causing an issue, let's start with the most common issue; trying to create a texture of non-power-of-two size. Create an image of size 256x256 and call this function with 256 for width and height. If the function still fails I would try putting the level to 0 (keeping the power-of-two size still in place).
BUT DANG you don't have data for your image? It's set as NULL. You need to load the image data into memory and pass it to the function to create the texture. And you aren't doing that. Read how to load images from a file or how to render to texture, whichever is relevant to you.