Unfortunately not. If you have link's to some explanations for it, please post them.
If anyone on this board knows, it'll be gouessej.
With regards to the JOGL integration in wonderland, they're using AWT and were having some issues with its integration the last time it was brought up. (things like flickering menus over windows). That's just for menus that actually interface with the Wonderland application.. For doing the shared apps like when they open NetBeans in a community meeting, all I know is that its done via their 'shared app server'. I suspect it just passes user input to the server where the application is running (which then renders to a texture). I could be wrong though.. definitely ping the Wonderfolk, they won't bite :)
It is really very easy to use but its uses PBO or PBuffer "behind the scene" inside JOGL, it has a noticeable impact on memory use. GLJPanel can be used as a Swing component (a JPanel). GLCanvas is always more reliable and at least as fast as the former but sometimes faster. However, it is an AWT component, it is a bit difficult to use it to make transparent UIs which is not the case of GLJPanel.