Let me start by saying that I am aware that A vs. B style threads are usually frowned upon but I feel this is the most suitable means for me to gain the knowledge I require.
We are about to embark on a large project using Java and OpenGL and I would appreciate some assistance on choosing between what appear to be the two main alternative libraries namely JOGL and LWJGL.
I am no expert on either of these but the main differences appear to be that JOGL has a larger footprint (which is undesirable but not necessarily a problem) and seems to have better in-built text rendering support (through the TextRenderer class) although it lacks any support for audio. From comments on these and other forums it appears that LWJGL may be better supported and perhaps have a more promising longer term outlook. Integration with either Swing and/or Java2D seems limited or non-existent in both libraries despite JOGL touting the Java2D/JOGL interoperability bridge (as this is profoundly broken).
Our requirements are basically for full access to OpenGL functionality from Java and this includes a need for good (excellent?) quality text rendering and effects. The text will need to be scalable a-la vector graphics and be very legible at smaller font sizes. The deployment method will be Java applets loaded using JNLP (yes true applets in a browser, not apps) so the library must work well in that environment. Performance is critical of course but I am guess there’s probably not much to distinguish the two libraries on that basis.
So, what are your thoughts on the two libraries and which do you feel would be the best fit for our requirements? Are there perhaps other alternatives I am yet to encounter?

