heres a solution that could work for your text :
If the text images are alpha masked (which I presume they are) , you could additively render a blue quad over the original text image, using the original image alpha mask on the quad. This would make the outlines blue (as above) and the text white ( 0,0,0 + 0,0,255 = 0,0,255 and 255,255,255 + 0,0,255 = 255,255,255) . use glTexCombine to do it. I can’t remember how to do it off the top of my head, I’ve done something similar before for terrain texture splatting (IE using one texture for color and another different texture’s alpha channel for the alpha mask), but I could dig up some of my code if you’re interested.
D.