Hello,
Thanks for the reply, your code was really useful. I've had to change it a little, because I also use transparent sprites, so that's how it looks now:
GL14.glBlendColor(1f, 0, 0, 0);
GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_BLEND);
The problem is that it isn't really red, it looks like if the sprite has been dakened, but not red, there's a sample attached. Do you know a way to solve this? I've tryed changing the glBlendColor indexes, but with no luck so far.