Slick Util Font Drawing Messed Up

Hey guys,
In my game, I have (0,0) at the bottom left, and slick-util was built for the orgin being the top left. I browsed the source and found that the drawing code for the font lies in line 247 of TrueTypeFont.java.
I changed it to:

	/**
	 * Draw a textured quad
	 * 
	 * @param drawX
	 *            The left x position to draw to
	 * @param drawY
	 *            The top y position to draw to
	 * @param drawX2
	 *            The right x position to draw to
	 * @param drawY2
	 *            The bottom y position to draw to
	 * @param srcX
	 *            The left source x position to draw from
	 * @param srcY
	 *            The top source y position to draw from
	 * @param srcX2
	 *            The right source x position to draw from
	 * @param srcY2
	 *            The bottom source y position to draw from
	 */
	private void drawQuad(float drawX, float drawY, float drawX2, float drawY2,
			float srcX, float srcY, float srcX2, float srcY2) {
		float DrawWidth = drawX2 - drawX;
		float DrawHeight = drawY2 - drawY;
		float TextureSrcX = srcX / textureWidth;
		float TextureSrcY = srcY / textureHeight;
		float SrcWidth = srcX2 - srcX;
		float SrcHeight = srcY2 - srcY;
		float RenderWidth = (SrcWidth / textureWidth);
		float RenderHeight = (SrcHeight / textureHeight);
		
		GL.glTexCoord2f(TextureSrcX, TextureSrcY + RenderHeight);
		GL.glVertex2f(drawX, drawY);
		
		GL.glTexCoord2f(TextureSrcX + RenderHeight, TextureSrcY + RenderHeight);
		GL.glVertex2f(drawX + DrawWidth, drawY );
		
		GL.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY);
		GL.glVertex2f(drawX + DrawWidth, drawY + DrawHeight);
		
		GL.glTexCoord2f(TextureSrcX, TextureSrcY);
		GL.glVertex2f(drawX, drawY + DrawHeight);
	}

to mirror the text upside down, based off the quad rendering code from another class in my game that actually works.
Also, I setup my projection view like this:

{//Init OpenGL Code
			//Setup an XNA-like clear color
			GL11.glClearColor(0.4f, 0.6f, 0.9f, 0f);
			// Map the internal OpenGL coordinate system to the entire screen
			GL11.glViewport(0, 0, gameWindow[0], gameWindow[1]);

			// Init OpenGL Window
			GL11.glMatrixMode(GL11.GL_PROJECTION);
			GL11.glLoadIdentity();
			GL11.glOrtho(0, gameWindow[0], 0, gameWindow[1], 1, -1);
			GL11.glMatrixMode(GL11.GL_MODELVIEW);
		}

This is what the code turns into.
Imgur
Can anyone help me?!?
Thanks waco


-     GL.glTexCoord2f(TextureSrcX + RenderHeight, TextureSrcY + RenderHeight);
+     GL.glTexCoord2f(TextureSrcX + RenderWidth, TextureSrcY + RenderHeight);

Wow thanks! That was such a silly question :-. But thanks for helping me! I was expecting the problem to be something deep within the dark chambers of LWJGL…
Thanks ;D