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Hey there,

 

i want to render a BufferedImage to a GuiScreen. I have the following code, which works on 1.12, but unfortunately it does'nt work on 1.15. I guess because of the update to lwjgl 3, it doesn't work as i want. Currently, a texture is rendered, but it is very distorted. Colors are the right, but the positions of the pixels are nearly all wrong. I guess the problem is, that the OpenGl does not interpret the buffer right. 

 

@Override
  public int allocateBufferedImage(final BufferedImage image) {
    int width = image.getWidth();
    int height = image.getHeight();

    int[] pixels = image.getRGB(0, 0, width, height, null, 0, width);

    ByteBuffer buffer = BufferUtils.createByteBuffer(width * height * 4);

    for (int y = 0; y < height; y++) {
      for (int x = 0; x < width; x++) {
        int pixel = pixels[y * width + x];

        buffer.put((byte) ((pixel >> 16) & 0xFF)); // red
        buffer.put((byte) ((pixel >> 8) & 0xFF)); // green
        buffer.put((byte) (pixel & 0xFF)); // blue
        buffer.put((byte) ((pixel >> 24) & 0xFF)); // alpha
      }
    }

    buffer.flip();

    int textureID = GL11.glGenTextures();
    this.bind(textureID);

    GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    GL11.glTexImage2D(
        GL11.GL_TEXTURE_2D,
        0,
        GL11.GL_RGBA8,
        width,
        height,
        0,
        GL11.GL_RGBA,
        GL_UNSIGNED_BYTE,
        buffer);

    this.bind(0);

    return textureID;
  }



Does anybody know a solution for this maybe?

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