If you mean OpenGL texture matrix stack, then that'd most likely be a bug in jme. OpenGL states that the texture matrix stack is at least 2 deep (unlike modelview, which has to be at least 32). If jme is trying to use more than 2 then it'll error.
Or it could be broken drivers that only provide a 1 deep stack. You can use glGetInteger(GL_TEXTURE_STACK_DEPTH) to find out how deep it is.