@EmpirePhoenix:
Ok, I understand about the pipeline transition to shaders. But I am new to shaders either, however i understand the concept.
Could you please tell me which direction should I go to put these lines in the new way?:
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture.getTextureId());
GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, videowidth, videoheight, pixelformat, dataformat, buffer);
These two lines prepare the texture and then take a part of it treated according to pixelformat and dataformat from the buffer… It uses OpenGL 1.1 – a very old thing.. and I am completely lost with the new OpenGL and jME3 pipeline.. I have no idea how to get what texture binding and subimaging does in this new way… any useful links to any relevant info would be appreciated.