title: How to render a Libgdx Bitmapfont so that it's pixels color is the inverse of the background?
body: <p>Neither</p>
  
  <pre><code>sb.setBlendFunction(GL10.GL_ONE_MINUS_DST_COLOR, GL10.GL_ZERO);
  sb.begin();
  font.setColor(1, 1, 1, 1);
  for (LineRect s: vertices){
       font.draw(sb,""+ s.x+","+.y, s.x, s.y);
  }
  sb.end();
  sb.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
  </code></pre>
  
  <p>nor</p>
  
  <pre><code>Gdx.gl10.glEnable(GL10.GL_COLOR_LOGIC_OP);
  Gdx.gl10.glLogicOp(GL10.GL_XOR);
  
      sb.begin();
      font.setColor(1, 1, 1, 1);
      for (LineRect s: vertices){
           font.draw(sb,""+ s.x+","+.y, s.x, s.y);
      }
      sb.end();
  
  
  Gdx.gl10.glDisable(GL10.GL_COLOR_LOGIC_OP);
  </code></pre>
  
  <p>Worked for me, what am I doing wrong?
  How do I fix it?</p>
  
  <p>The idea is to draw the font, which consists of quads with partially transparent textures, in a way it'll always be visible, unless the background is 50% grey.
  Background black = font renders white, and so on.</p>