Ugh I can't believe I overlooked that
It was a non-power of 2 problem. My renderer I am working on was shelved a long time ago and I have only recently continued work on it. So when I came around to making the HUD texture I totally overlooked it. So when I came to testing, all the old textures worked fine (because they were power of 2) and the HUD didn't.
This leads me to another question, how does one go about making textures for a HUD without having them stretched or squished? If I have a toolbar aligned along the bottom of the screen about 50 pixels in height, do I make my image like normal then stretch it to some power of 2 so its distorted and let JOGL unstretch when applying it the quad?
Anyway, thanks for the help. I guess I can continue working on it now
Also, 1 last thing, is around 360 fps good/bad/average for having 1 textured model (quite a low polygon count) rendering? I thought it seemed a bit low for the simplicity of the scene. I am using the standard animator though, not sure if that has some fixed refresh limit, hmmm.