Hello, all. We’ve come a long way since my last post about brightening entities, and are now working on implementing damage numbers via the TextRenderer feature of JOGL. We’re using a custom render delegate in order to provide a fancy looking outline, but I’m afraid that this is resulting in some bad things happening.
In this image you can see the enemies on the right taking four damage per tick from a “bleed” effect that draws its damage with a red color. At the same time, I’m taking 34 “white” bullet damage, however, the ‘4’ in “34” is being colored red as well. I suspect that this is due to the Renderer using the same glyph vector for the entire font and not per text wrapper (a class that we built to hold information about text to be drawn).
The Render Delegate accesses the font color to draw the glyph vector in via a public static Color instance in our Text class that is updated each render call to be equal to the Color of that text. I couldn’t think of any other way to pass that color through to the Render Delegate; perhaps I’m finding out why. Any suggestions?