For people like me ? 
More seriously:
I develop Java2D desktop video applications at full time. I’ve recently discovered LWJGL and I’m developing a Java2D-like library that will allow me to easily move from Java2D to a faster implementation.
After playing with LWJGL for about five days I already have a working implementation (call it a proof of concept) that can handle AffineTransforms, images, composite and some primitives. More to come. Through the use of Pbuffers I can create several contexts (i.e Graphics2D) and draw my offscreen graphics there.
Of course I must integrate the LWJGL-based rendering with the Java2D counterpart, so I think that a pair of nicely optimized methods like BufferUtils.toARGB(fb) andBufferUtils.toRGBA(fb) would be a “standard” and fast bridge between OpenGL and Java2D pixel formats.
Maybe I’m wrong, but I don’t think I’m the only one that uses LWJGL in this way.
Cheers,
Mik
public BufferedImage screenShot()
{
BufferedImage image = null;
// allocate space for RBGA pixels
ByteBuffer fb = BufferUtils.createByteBuffer(width * height * 4);
int[] pixels = new int[width * height];
int bindex;
GL11.glReadBuffer(GL11.GL_FRONT);
// grab a copy of the current frame contents as RGBA
GL11.glReadPixels(0, 0, width, height, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, fb);
// convert RGBA data in ByteBuffer to integer array
for (int i = 0; i < pixels.length; i++)
{
bindex = i * 4;
int a = fb.get(bindex + 3) & 0xff;
int r = fb.get(bindex + 0) & 0xff;
int g = fb.get(bindex + 1) & 0xff;
int b = fb.get(bindex + 2) & 0xff;
pixels[i] = (a << 24) | (r << 16) | (g << 8) | (b);
}
// Create a BufferedImage with the RGBA pixels
try
{
image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
image.setRGB(0, 0, width, height, pixels, 0, width);
}
catch (Exception e)
{
System.out.println("ScreenShot() exception: " + e);
}
return image;
}
would read as:
public BufferedImage screenShot()
{
BufferedImage image = null;
// allocate space for RBGA pixels
ByteBuffer fb = BufferUtils.createByteBuffer(width * height * 4);
int[] pixels = new int[width * height];
int bindex;
GL11.glReadBuffer(GL11.GL_FRONT);
// grab a copy of the current frame contents as RGBA
GL11.glReadPixels(0, 0, width, height, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, fb);
// convert
BufferUtils.toARGB(fb);
// Create a BufferedImage with the RGBA pixels
try
{
image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
image.setRGB(0, 0, width, height, pixels, 0, width);
}
catch (Exception e)
{
System.out.println("ScreenShot() exception: " + e);
}
return image;
}