Sorry, I haven't been keeping up on the forums. Thanks for the report.
This is a hardware-specific bug; it doesn't happen on 10.5.5 with Intel Integrated Graphics hardware,
but does with NVidia hardware.
It appears that glTexSubImag2D calls are broken pretty badly – as far as we can tell they are using the
previous call's data for subsequent calls. The workaround is to change the markDirty() calls in the
TextRenderer to zap the entire backing store instead of just the rectangle corresponding to the current
Needless to say, we do not want to put such a hack workaround into JOGL. We are working with Apple to
get confirmation, diagnosis and resolution of this bug.