public static int loadTexture(BufferedImage image) {
        
        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, GL12.GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE);
        
        // Setup texture scaling filtering
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 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
        return textureID;
    }