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.
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();
Also, why is there no ARGB image format in JME? Even JDK supports it! :?