Why is it using 100% cpu, eeek!

I started learning jogl today (openGL too as a matter of fact), after learning enough to write a basic 2D game, I wrote some little test apps and I expiremented with the Animator, this uses 100% cpu on all my programs, but I figure that is what it is supposed to do. Well anyway, I am now using the FPSAnimator which I found posted in one of the forums and I am going at 60 fps using only 4% cpu. Problem is that I decided to port the game I am currently working to openGL as well, and whenever I run the program it uses 99-100% cpu when I have it around 40fps and 70%cpu at 10fps. My question is what could possibly be causing this? I took everything out of my display method except for the drawing of a single image. It also may be of note that I am starting the FPSAnimator in my init method, I’m pretty sure it will only run once ever (I do have a printline statement there), but is this safe to do. Any suggestions would be greatly appreciated, this is a complete stalling point for me until I can fix it…

Ok, I solved the problem on my own. It turns out that inside my display() method, I was converting the image to a usable byte[] and drawing the image everytime. I fixed it by converting the image once and only drawing it in my display() method.