the way i currently do it is create ByteBuffer, then in a loop, i read each RGB value and set in ByteBuffer, (also, making sure endianess is correct, blah blah), and then finally, create jme.Image from the ByteBuffer.
Very ugly
Any suggestions to improve?
ByteBuffer data = ...
com.jme.image.Image image = new com.jme.image.Image(com.jme.image.Image.RGBA8888, 64,32, data);
Texture texture = new Texture();
texture.setImage(image);
Also, why is there no ARGB image format in JME? Even JDK supports it! :?