gouessej wrote
You can stop and unregister the previous animator and then you have to register and start the new one.
Thanks for the point-out XD While I should have found stop() easily, unregistering wasn't so straightforward to get to. I used:
JoglSwingPanel.getGLCanvas().getAnimator().stop();
JoglSwingPanelgetGLCanvas().getAnimator().remove(JoglSwingPanel.getGLCanvas());
I also can't believe how I missed setAnimator() on GLJPanel, though it didn't work as I thought it would. I had to do Animator.add(), to register, afterwhich I needed to call start().
Unfortunately, using setExclusiveContext(true), caused the canvas to stop rendering beyond the first time the view appears. The app doesn't freeze; it's as if automatic rendering was disabled. Also, setting the animator to draw as fast as possible, didn't seem to improve anything. Basically, no gain (that I could discern), and no way to measure the benefit of using setExclusiveContext().