Reply – Re: Best image type for best performance
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Re: Best image type for best performance
— by Chen norris Chen norris
Once again, perfect solution provided by Mr Gouesse

Just replaced all the stuff generating a BufferedImage with awtGlReadBufferUtil.readPixelsToBufferedImage by a simple awtGlReadBufferUtil.readPixels and it's running twice faster now ^^
All I have to try now is to see if it's possible to easily resize a TextureData to see if it makes me gain a bit more FPS (resizing my reflection texture was something I made to speed up a little my app)

Anyway, thanks a lot for your solution