public static int loadTexture(BufferedImage image, boolean linearScaling, boolean repeat){
		int[] pixels = new int[image.getWidth() * image.getHeight()];
		image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());

		ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4 for RGBA, 3 for RGB

		for(int y = 0; y < image.getHeight(); y++){
			for(int x = 0; x < image.getWidth(); x++){
				int pixel = pixels[y * image.getWidth() + x];
				buffer.put((byte) ((pixel >> 16) & 0xFF));     // Red component
				buffer.put((byte) ((pixel >> 8) & 0xFF));      // Green component
				buffer.put((byte) (pixel & 0xFF));               // Blue component
				buffer.put((byte) ((pixel >> 24) & 0xFF));    // Alpha component. Only for RGBA
			}
		}

		buffer.flip(); //FOR THE LOVE OF GOD DO NOT FORGET THIS

		// You now have a ByteBuffer filled with the color data of each pixel.
		// Now just create a texture ID and bind it. Then you can load it using 
		// whatever OpenGL method you want, for example:

		int textureID = glGenTextures(); //Generate texture ID
		glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID

		//Setup wrap mode
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat ? GL11.GL_REPEAT : GL12.GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat ? GL11.GL_REPEAT : GL12.GL_CLAMP_TO_EDGE);

		//Setup texture scaling filtering
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linearScaling ? GL_LINEAR : GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linearScaling ? GL_LINEAR : GL_NEAREST);

		//Send texel data to OpenGL
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	      
		//Return the texture ID so we can bind it later again
		buffer.clear();
		return textureID;
		}