It could actually be the fact that you're scaling your font.
I had this problem and it's quite complex to understand (and also to fix).
Basically, when you scale fonts, BitmapFont changes the values inside the BitmapFontData by dividing/multiplying. If you do a lot of scaling, with a lot of different values (or an unlucky combination of values), it can introduce rounding errors which can cause flickering around the edges of the font.
The solution I implemented in the end was to write a Fontholder which stores all of the original BitmapFontData values. I then reset the font data to those original values at the beginning of every frame (i.e. start of render() method).
Here's the code...
package com.bigcustard.blurp.core;
import com.badlogic.gdx.graphics.g2d.*;
public class FontHolder {
private BitmapFont font;
private final float lineHeight;
private final float spaceWidth;
private final float xHeight;
private final float capHeight;
private final float ascent;
private final float descent;
private final float down;
private final float scaleX;
private final float scaleY;
public FontHolder(BitmapFont font) {
this.font = font;
BitmapFont.BitmapFontData data = font.getData();
this.lineHeight = data.lineHeight;
this.spaceWidth = data.spaceWidth;
this.xHeight = data.xHeight;
this.capHeight = data.capHeight;
this.ascent = data.ascent;
this.descent = data.descent;
this.down = data.down;
this.scaleX = data.scaleX;
this.scaleY = data.scaleY;
}
// Call this at start of each frame.
public void reset() {
BitmapFont.BitmapFontData data = font.getData();
data.lineHeight = this.lineHeight;
data.spaceWidth = this.spaceWidth;
data.xHeight = this.xHeight;
data.capHeight = this.capHeight;
data.ascent = this.ascent;
data.descent = this.descent;
data.down = this.down;
data.scaleX = this.scaleX;
data.scaleY = this.scaleY;
}
public BitmapFont getFont() {
return font;
}
}
I'm not wild about this, as it's slightly hacky, but it's a necessary evil, and will completely and properly solve the issue.