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1  Game Development / Newbie & Debugging Questions / Text rendering bugs with slick-util on: 2014-01-28 09:39:56
While a considerable noob to openGL I still managed to make most of a TicTacToe game (using lwjgl with GL11 quads). the issue comes when I want to write something like "X wins!" to the display. I tried using the slick-util example from the wiki but the extra GL commands in the init messes up the visuals in a few ways:

the main issue is with GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
1. if it's commented out, the game renders fine but the text doesn't appear and instead there's yellow rectangle (because the text is in yellow) where the text should have been.
2. if I leave it uncommented then the text will appear fine but the graphics of the rest of the game don't appear immediately upon running, instead they fade slowly into view. and even then there will be a background rectangle to the text.

note: If I just copy-pasta their example into a new project it works as intended.

I've seen quite a few answers to the first issue and people replied that it needs the glBlenFunc but then it messes up everything.
2  Game Development / Newbie & Debugging Questions / Re: Pause the game until key pressed on: 2014-01-22 12:36:07
@Kefwar
well, yeah I suppose I could do that. didn't think of it Smiley

@trollwarrior1
what's the difference between a key that is 'down' and 'pressed'?
3  Game Development / Newbie & Debugging Questions / Pause the game until key pressed on: 2014-01-22 12:22:19
Hello JGO community! newb here.

I'm using LWJGL to create a small game that should have the ability the be paused (preferably by ESC key) and unpaused (the same way).
I'm guessing I could do it with threads wait/notify but I was hoping there would be an easier method.

thanks,
B.
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