The problem with using TextRenderer and TextureRenderer is that the font is rasterized two times. First by Java2D to generate the texture and second by OpenGL by drawing the texture. This really distortes/blurs the font rendering resulting in bad quality.
If u really want high quality font rendering using JOGL theres no way around glut.glutStrokeCharacter() wich renders the strings as mesh. With multisampling enabled u should get a decent quality especially when rotating the string (not as good a dedicated truetype font-rendering engine, but way better than Java2D+OpenGL).
As a starting point how to achieve OpenGL font rendering with meshes take a look at the Nehe Lession 14:
http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=14There's a JOGL port for this lesson available here:
http://nehe.gamedev.net/data/lessons/jogl/lesson14.jar