Strange FRAPS problem with glGetTexImage

For some reason, when I start recording my game with FRAPS, I can no longer get pixels from my textures:


		int size = m_iWidth*m_iHeight*16;
		GL11.glBindTexture(GL11.GL_TEXTURE_2D, m_iTextureID);
		m_bbPixels = ByteBuffer.allocateDirect(size);
		GL11.glGetTexImage(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, m_bbPixels);
		m_pixels = new int[m_iWidth*m_iHeight];
		m_bbPixels.asIntBuffer().get(m_pixels); // <------------- 


when recording, m_pixels gets filled with 0’s instead of the texture’s contents, or glGetTexImage stops working. I’m not sure which.

Does anyone have any idea why this could be?
Thanks,
roland