Experiencing random colours when rendering GL_QUADS and Slick's UnicodeFont

I accidentally made this paste upside down. If you can, start reading at ln59, then read from the top. http://pastebin.com/g2fpTzkA

Basically, if I don’t use UnicodeFont at all; there are no issues. The colours are as intended, in the correct order. But of course there’s no text. There are links to the screenies towards the bottom of the paste. Is there anything obvious that I’m doing wrong?

My initial thought was some sort of mismatch in the getters and setters from my Colour class (which I handcoded). But i’ve checked them a half dozen times now. Theres no issue there. (was imagining something stupid like returning _g in getB() or something - no such luck)

Before rendering your non textured geometry, you need to disable texturing:

TextureImpl.bindNone();

Thanks. I’ve thrown a call to that in after every texture-rendering call. You learn something new every day. :slight_smile:

Adding the call to TextureImpl.bindNone() just after the call to _font.drawString() solved the issue for me.