Those threads are not something specific to OpenGL; OpenGL doesnt know anything about threads, because technically its just a piece of text, namely the specification.
However in your case its very likely that those threads are created by the OpenGL implementation (aka your graphics driver). As you can see those threads seem to be tasked with copying some data. Which suggest they crash, because you either give OpenGL
- some invalid pointer
- or invalid metrics for the pointer (size of the buffer, stride, etc.)
- or youre deallocating / freeing memory in a different thread while OpenGL still access it from the OpenGL context thread.
In either case its not the threads fault that the program crashes, but your lack of either supplying OpenGL with authorized data, or to properly lock/synchronize with OpenGL so that you dont invalidate the buffers in mid-operation.
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