I'm having a really big problem with libgdx. I wrote a little CHIP8 emulator to learn how to use libgdx, but I'm still trying to figure out how to make it go faster. I use a Pixmap to update the screen and then render it to a Texture, but this seems not to be the best solution, because it runs very slowly. Here's the code:
package com.eud0x.chip8gdx;
import java.io.FileNotFoundException;
import java.io.IOException;
import java.util.concurrent.TimeUnit;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.TextureData;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class Chip8 extends ApplicationAdapter implements InputProcessor {
    SpriteBatch batch;
    Pixmap screen;
    Texture surface;
    C8Emulator chip8;
    @Override
    public void create () {
        batch = new SpriteBatch();
        chip8 = new C8Emulator();
        screen = new Pixmap(512, 256, Format.RGB888);
        chip8.initEmulator();
        try {
            chip8.loadGame("/home/antonio/PONG");
        } catch (FileNotFoundException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        } catch (IOException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }
        surface = new Texture(screen);
        Gdx.input.setInputProcessor(this);
    }
    @Override
    public void render () {
        chip8.emulateCycle();
        if ( chip8.drawflag != 0 ) {
            updateTexture();
            chip8.drawflag = 0;
        }
        batch.begin();
        batch.draw(surface, 0, 0);
        batch.end();
    }
    @Override
    public void dispose() {
        batch.dispose();
        screen.dispose();
        surface.dispose();
    }
    public void updateTexture() {
        screen.setColor(0,0,0,0);
        screen.fill();
        for ( int y = 0; y < 32; y++) {
            for ( int x = 0; x < 64; x++ ) {
                if (chip8.display[y][x] != 0) {
                    for (int cx = x*8; cx < x*8 + 8; cx++) {
                        for ( int cy = y*8; cy < y*8 + 8; cy++) {
                            screen.drawPixel(cx, cy, Color.WHITE.toIntBits());
                        }
                    }
                } 
            }
        }
        surface.draw(screen, 0, 0);
    }
@Override
    public boolean keyDown(int keycode) {
        switch (keycode) {
        case Keys.NUM_1:
            chip8.keyDown(0x1);
            break;
        case Keys.NUM_2:
            chip8.keyDown(0x2);
            break;
        case Keys.NUM_3:
            chip8.keyDown(0x3);
            break;
        case Keys.NUM_4:
            chip8.keyDown(0xC);
            break;
        case Keys.Q:
            chip8.keyDown(0x4);
            break;
        case Keys.W:
            chip8.keyDown(0x5);
            break;
        case Keys.E:
            chip8.keyDown(0x6);
            break;
        case Keys.R:
            chip8.keyDown(0xD);
            break;
        case Keys.A:
            chip8.keyDown(0x7);
            break;
        case Keys.S:
            chip8.keyDown(0x8);
            break;
        case Keys.D:
            chip8.keyDown(0x9);
            break;
        case Keys.F:
            chip8.keyDown(0xE);
            break;
        case Keys.Z:
            chip8.keyDown(0xA);
            break;
        case Keys.X:
            chip8.keyDown(0x0);
            break;
        case Keys.C:
            chip8.keyDown(0xB);
            break;
        case Keys.V:
            chip8.keyDown(0xF);
            break;
        default:
            break;  
        }
        return true;
    }
    @Override
    public boolean keyUp(int keycode) {
        switch (keycode) {
        case Keys.NUM_1:
            chip8.keyUp(0x1);
            break;
        case Keys.NUM_2:
            chip8.keyUp(0x2);
            break;
        case Keys.NUM_3:
            chip8.keyUp(0x3);
            break;
        case Keys.NUM_4:
            chip8.keyUp(0xC);
            break;
        case Keys.Q:
            chip8.keyUp(0x4);
            break;
        case Keys.W:
            chip8.keyUp(0x5);
            break;
        case Keys.E:
            chip8.keyUp(0x6);
            break;
        case Keys.R:
            chip8.keyUp(0xD);
            break;
        case Keys.A:
            chip8.keyUp(0x7);
            break;
        case Keys.S:
            chip8.keyUp(0x8);
            break;
        case Keys.D:
            chip8.keyUp(0x9);
            break;
        case Keys.F:
            chip8.keyUp(0xE);
            break;
        case Keys.Z:
            chip8.keyUp(0xA);
            break;
        case Keys.X:
            chip8.keyUp(0x0);
            break;
        case Keys.C:
            chip8.keyUp(0xB);
            break;
        case Keys.V:
            chip8.keyUp(0xF);
            break;
        default:
            break;  
        }
        return true;
    }
    @Override
    public boolean keyTyped(char character) {
        // TODO Auto-generated method stub
        return false;
    }
    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        // TODO Auto-generated method stub
        return false;
    }
    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {
        // TODO Auto-generated method stub
        return false;
    }
    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        // TODO Auto-generated method stub
        return false;
    }
    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        // TODO Auto-generated method stub
        return false;
    }
    @Override
    public boolean scrolled(int amount) {
        // TODO Auto-generated method stub
        return false;
    }
}
Does anyone know how to make it faster?