here's the screenshot. i included the slick logo on the web page in the background for easier comparison.
here's my lwjgl texture creation code. actually it's not my code, i copied it from somewhere.
Code:
private int makeTexture(ByteBuffer pixels, int w, int h) {
// get a new empty texture
int textureHandle = allocateTexture();
// 'select' the new texture by it's handle
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureHandle);
// set texture parameters
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S,
GL11.GL_REPEAT);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T,
GL11.GL_REPEAT);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER,
GL11.GL_LINEAR); // GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER,
GL11.GL_LINEAR); // GL11.GL_NEAREST);
// Create the texture from pixels
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, w, h, 0,
GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, pixels);
if ((errorCode = GL11.glGetError()) != 0) {
logger.log("ERROR: Something is wrong with that texture! (" + errorCode + ")");
}
pixels.clear();
return textureHandle;
}