2008: Sun Microsystems invested heavily into using hardware acceleration on mobile devices using JOGL. This was the foundation to get JavaFX 1.3 running across devices. Video of James Gosling, Ken Russell and Sven Gothel on stage at JavaOne 2008 keynote http://www.youtube.com/watch?v=DeupVAMnvFA.
Ken Russel later wrote his last Sun blog-post that covers the technology demonstrated in this first OpenGL ES 2 JOGL demonstration: https://blogs.oracle.com/kbr/entry/java_on_the_nvidia_apx.
Later during the same year Sven Gothel demonstrated hardware accelerated OpenMAX video decoding on the same Tegra 1 mobile device using the new re-architectured JOGL 2 with stellar mobile support: http://www.youtube.com/watch?v=D6Lkw3eZK1w
2009: The core members of the JOGL and Java3D team left Sun before Oracle took over and forked JOGL.
2010: The JogAmp community was created.
2011: Oracle Gives up on Java3D (and JOGL) for RIA (Webstart and Applets)
The Oracle decision to remove all signed Java3D and JOGL builds from their servers, and hence break all existing online Java3D/JOGL applications using the SUN/Oracle builds, this have only been mentioned by Oracle inside the java.net support forum.
Fortunately JOGL and Java3D was originally released under a BSD license so it was possible for the community to keep-on maintaining the bindings and provide JogAmp signed builds.
2012: Oracle work on flushing out its own use of JOGL in JavaFX by removing jogl-prism. Oracle no longer give programmers direct access to OpenGL using their APIs.
Oracle announced during JavaOne 2012 that Oracle would like to get help from the community to port JavaFX to new platforms under the OpenJFX project. Surely the community can help by re-implement jogl-prism and adding raw JOGL support into OpenJFX to ease future OpenJFX porting efforts.
JOGL v2 is actively maintained by the JogAmp community.
JOGL v2 now runs on the latest GPU cores and work on top of any JVM. JOGL v2 contains its own platform independent NEWT windowing toolkit. NEWT applications targeting the GL2ES2 or GL2ES1 profile, both using a common subset of OpenGL and ES calls, can be deployed across different platforms and devices from desktop to mobile without code change.
http://jogamp.org/doc – Documentation, slides, and videorecording from the latest live JogAmp demonstrations