Ok, I split the Animator code into two separate test cases, one for NEWT and the other for AWT:
https://github.com/codeanticode/jogl2-tests/tree/master/src/test/animatorAnd indeed, the stuttering on OSX 10.8.3 and Java 7 occurs only with the AWT version. I will go ahead and open a bug report about it.
In relation to the use of the Animator, more specifically the FPSAnimator, I had some issues irrespective of using Java 6 or 7, OSX or Windows. Basically, I don't get the screen to update, even though the animator is running. The test case that shows this behavior is the following:
https://github.com/codeanticode/jogl2-tests/blob/master/src/test/applet/AnimApplet.javawhich, as I mentioned, happens on windows and OSX, Java 6 and 7. The code is fairly straightforward, I initialize the JOGL using either AWT or NEWT, right now is set to NEWT but the problem happens with both, and then launch the FPSAnimator in the start() method. The only unusual thing is the use of an Applet embedded inside a Frame, it is done this way in order to mimic the architecture of a Processing program.
I'm trying to use JOGL from Processing correctly, either with an animator or the invoke() approach (as discussed on my other recent post), but if the Applet/Frame structure is not well supported by JOGL and it is what is causing the problems, then I might need to do some major refactoring in Processing. Of course, changing the Frame/Applet structure might induce significant breakage since it has been used since the early days of the project.