Cool, I can make good use of that. My own texture loading routine is not as performant as it could be as I had problems with some PNGs. On my computer they would show up normal and on a friends computer they looked bluish. If I changed from RGB to BGR it looked ok for my friend but blueish on my machine ^ ^ Therefore I always copy the complete image into another temporary BufferedImage, which makes my texture loading about twice expensive as it should be

How about including this officially into LWJGL? Maybe not into the core but as optional extension. I see two main reasons for that:
- If these would be official classes they would receive the same treatment as any other LWJGL class when making changes to LWJGL (otherwise a future LWJGL version could make the classes incompatible)
- Pretty much every game developer needs the ability to load textures. If you program it yourself you might not end up with a solution that is as performant as it could be (see my example above)