oh cool, thx for posting this.
I actually tried to implement this on the weekend, almost got it working but ran into a issue.
LWJGL on mac currently works by creating its own NSOpenGLContext and NSOpenGLPixelFormat. The NSView of a Java Canvas is obtained allowing the OpenGL content to be rendered on it.
To move over to the new API, I implemented a custom NSOpenGLLayer which uses the above created NSOpenGLContext and NSOpenGLPixelFormat.
The problem however is that it only worked if OpenGL calls are made inside the method drawInOpenGLContext of the custom NSOpenGLLayer. Since LWJGL users manage their own game loop in Java and calling any opengl calls from java maps directly onto the native OpenGL calls. There doesn't seem to a be a way to easily structure LWJGL so that the calls fall into the drawInOpenGLContext method.
Any ideas if there is a way to render directly to the NSOpenGLContext like its done currently with a NSView and still display it in a NSOpenGLLayer? or is there some other method you can suggest?
Thanks
Kappa