JogAmp APIs are not only an alternative when its main competitor (LWJGL) doesn't make the job correctly and you still don't see the benefit of using it. You just confirm what I wrote, "my" renderer is seen as a second class citizen but now that Pixelapp uses it, it isn't useless. Thank you for your help. I still think that the main reason the JMonkeyEngine core team dropped JOGL support was the FUD campaign against our APIs. It's really difficult to defend our APIs from defamatory comments and any JOGL renderer becomes a first class citizen only when a customer says "use it or I won't pay for any support contract". That's the same capitalist way of thinking that leads you to surreptitiously encourage planned obsolescence by considering not a lot of people are interested in supporting earlier versions of OpenGL than 2.1. My computer has been bought in 2005, my ecological footprint is lower than the one of a geek who buys a new computer every 6 months.Well...I don't know what to answer...as usual there's a bit of overreaction and aggression in your post.
JME is a free open source software, it feels strange and a bit far fetched to be "blamed" to be capitalist because we don't support opengl < 2.0.
Now I may take the guess that the ecological footprint is not the main criteria for people around here to pick or not an engine for their game.
Look, I don't want to start a flame war about "use this or that". I just wanted to state why things are how they are in JME. We totally take responsibility for our choices.
EDIT : uh? is gouessej's post has been removed?