Java tutorial
//package com.java2s; import java.awt.Color; import java.awt.Graphics; import java.awt.image.BufferedImage; import java.awt.image.ColorModel; import java.awt.image.DataBuffer; import java.awt.image.DataBufferByte; import java.awt.image.Raster; import java.awt.image.WritableRaster; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.util.Hashtable; public class Main { private static ColorModel glAlphaColorModel, glColorModel; private static ByteBuffer convertImageData(BufferedImage bufferedImage) { ByteBuffer imageBuffer; WritableRaster raster; BufferedImage texImage; // for a texture if (bufferedImage.getColorModel().hasAlpha()) { raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, bufferedImage.getWidth(), bufferedImage.getHeight(), 4, null); texImage = new BufferedImage(glAlphaColorModel, raster, false, new Hashtable<Object, Object>()); } else { raster = Raster.createInterleavedRaster(DataBuffer.TYPE_BYTE, bufferedImage.getWidth(), bufferedImage.getHeight(), 3, null); texImage = new BufferedImage(glColorModel, raster, false, new Hashtable<Object, Object>()); } // copy the source image into the produced image Graphics g = texImage.getGraphics(); g.setColor(new Color(0f, 0f, 0f, 0f)); g.fillRect(0, 0, bufferedImage.getWidth(), bufferedImage.getHeight()); g.drawImage(bufferedImage, 0, 0, null); // build a byte buffer from the temporary image // that be used by OpenGL to produce a texture. byte[] data = ((DataBufferByte) bufferedImage.getRaster().getDataBuffer()).getData(); imageBuffer = ByteBuffer.allocateDirect(data.length); imageBuffer.order(ByteOrder.nativeOrder()); imageBuffer.put(data, 0, data.length); imageBuffer.flip(); return imageBuffer; } }