Thanks for the report. While I can’t reproduce the failure you see on my NVidia hardware, the problem in JOGL’s on-screen GLContext implementations is apparent from your stack traces. The specification of GLContext.makeCurrent() isn’t very precise in this area, but there’s an assumption that if an exception is thrown, the state of the GLContext is reset so that a subsequent call to makeCurrent() has a chance of succeeding. At least, all of the code in the JOGL source base assumes that, and doesn’t call release() if makeCurrent() throws an exception.
I’ve filed and fixed Issue 260 to address this problem. Please try a nightly build dated 1/18 or later and post to let us know whether this works. Note, however, that you’ll have to call setIgnoreExceptions(true) (and, preferably, setPrintExceptions(true)) on your Animator to work around the underlying problem of makeCurrent() throwing the initial exception, though hopefully that’s transient behavior. By the way, that is a driver bug which you should report to ATI.