This is what it looks like when all the text have been rendered/overlaid, just before initiating the “SET” sequence.
And this is the aftermath:
I have a looping code snippet that, by my logic, overlays a given font over its BufferedImage.
BufferedStrategy bs = getBufferedStrategy();
Graphics g = bs.getDrawGraphics();
g.setColor(Color.black);
g.fillRect(0, 0, getWidth(), getHeight());
game.render(g, output);
//...
BufferedImage old_img = output.getBufferedImage(); //Obtain BufferedImage.
Graphics2D g2d = old_img.createGraphics(); //Get the Graphics component of the BufferedImage.
g2d.drawImage(old_img, 0, 0, null); //Draw the original BufferedImage over it.
renderText(g2d); //Draw text on top of the BufferedImage.
g2d.dispose(); //Dispose it to free up memory.
g.drawImage(old_img, 0, 0, null); //Draw what I supposed a BufferedImage with text overlaid on top of it. (INCORRECT)
//...
g.dispose();
bs.show();
The thing is, the results never show anything that was drawn using Graphics.drawString(). Does anyone know what else I should do to make the text appear using the fonts I provided?