It's currently possible to wrap a BufferedImage into an AWTTextureData but creating a BufferedImage from a TextureData isn't possible yet. This feature would be useful in frameworks based on JOGL (especially Ardor3D) which use TextureIO to create their "own" images and which need to allow the developers to convert their images into AWT images to display them in a Swing/AWT/Netbeans Platform GUI.
This can be already achieved via AWTGLReadBufferUtil, see commit http://jogamp.org/git/?p=jogl.git;a=commit;h=ec2d94ca26ddab8ec67135ebc5f2d0a43f6a4c25 See: TestBug461FBOSupersamplingSwingAWT, TestBug605FlippedImageAWT http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/jogl/caps/TestBug605FlippedImageAWT.java;h=c1b29b371e9599dda0fca619c8c2c41f96671b10;hb=ec2d94ca26ddab8ec67135ebc5f2d0a43f6a4c25#l91
Re-opened - I see, yes, we need to utilize code of AWTGLReadBufferUtil to produce an BufferedImage for pre-existing TextureData. Sorry for my confusion.
Julien, I push your task to version 2.5.0. We may need to discuss this a bit further?
(In reply to Sven Gothel from comment #3) > Julien, I push your task to version 2.5.0. > We may need to discuss this a bit further? It's ok for me. Thanks.