The famous EXCEPTION_ACCESS_VIOLATION by invoking OpenGl in the false thread

Yes i know why i get the exepction, i somewhere call an OpenGL command which should be invoked with Future / Callable etc in the renderthread.

But i dont know where, because i changed to darkfrogs StandardGame after i coded most of the game…



Is there a chance to detect where this exception occures?



Or is there a “list” of methods, which have to be executed at the render thread?

Eg: in http://www.jmonkeyengine.com/wiki/doku.php?id=standardgame_gamestates_and_multithreading_a_new_way_of_thinking

darkfrog writes, lock affects opengl, so there is a need of executing it in the queue, while updateRenderstates() does not.



While reading  the forum, i noticed that Texturestates for example dont need to be called at the renderstate too.



How can i figure out, which methods should be called this way?



#
# An unexpected error has been detected by HotSpot Virtual Machine:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x69728462, pid=3676, tid=3484
#
# Java VM: Java HotSpot(TM) Client VM (1.5.0_06-b05 mixed mode, sharing)
# Problematic frame:
# C  [nvoglnt.dll+0x228462]
#
# An error report file with more information is saved as hs_err_pid3676.log
#
# If you would like to submit a bug report, please visit:
#   http://java.sun.com/webapps/bugreport/crash.jsp



A little sideffect is, i get the error only sometimes.... cant imagine why :P

greetz