I am the lead developer of JOGL/JogAmp. http://jogamp.org
We are currently getting close to the 2.0 release and RC6 will be pushed out tomorrow.
Support is available w/ autobuilds https://jogamp.org/chuck/ and test on all usual suspects
- Linux, Windows, Solaris and OSX (10.5 - 10.7) on x86 and x86_64
- Linux on ARMv7
- Android on ARMv7
Besides AWT, we support our own windowing toolkit NEWT. An SWT canvas is available as well.
NEWT would be the versatile TK, available on all platforms (incl. mobile).
 autobuild/test pending
Request / JOGL Scenegraph / Game-Engine support:
I know that Julien Gouesse currently has an Ardor3D port underway,
not merged w/ upstream. He also did some work regarding jme2, not merged either AFAIK.
Last days he also ported Java3D to use JOGL as it's sole renderer.
However .. I was looking up the current situation in the open source game engine area
and sure I couldn't miss you guys. The buzz words: Shader Based, Mobile, Complete Rewrite
were enough to catch my eye :)
How can I contribute a new JOGL renderer for your latest jme3 in a way
that it gets merged into your codebased - supported by myself and others ?
I would love to show your jme3 running on top of JOGL across devices (incl. android)
on our BOF @ SIGGRAPH2012.
What I don't want (of course) is to create a dead branch and future dead code
nobody likes to merge upstream :)
Simple question: Would you welcome a new JOGL2 renderer into your codebase ?