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Set the zoom of camera2d will cause the text in the label to be blurred #69711

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gnenux opened this issue Dec 7, 2022 · 1 comment · Fixed by #69728
Closed

Set the zoom of camera2d will cause the text in the label to be blurred #69711

gnenux opened this issue Dec 7, 2022 · 1 comment · Fixed by #69728

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@gnenux
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gnenux commented Dec 7, 2022

Godot version

v4.0.beta7.mono.official.0bb1e89fb

System information

Windows11 Vulkan API 1.2.0 - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080

Issue description

Hi, My game asset is design for 640x480, But I don't want set viewport to 640x480. I want use 1920x1080 as viewport size and use camera2d zoom to fit

This is my project setting:
屏幕截图 2022-12-07 172923

Camera2d is child node of player node, and set camera2d zoom to 3
the text in richtextlabel in player will look like:
屏幕截图 2022-12-07 173153

But if set ProjectSetting Display/Window/Stretch/Scale to 3, and set camera2d zoom to 1:
屏幕截图 2022-12-07 173843
It seems normal

Steps to reproduce

Pls look uploaded project

Minimal reproduction project

TestCamera2d.zip

@Calinou
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Calinou commented Dec 7, 2022

This is expected, as font oversampling does not take camera zoom into account by design. (It would be too slow otherwise.)

To have a font that renders crisply at any resolution without requiring oversampling, use a MSDF font. If not using a custom font, this can be done by enabling Default Font Multichannel Signed Distance Field in the advanced Project Settings. If using a custom font, this can be done by checking the Multichannel Signed Distance Field property in the Import dock after selecting a font file in the FileSystem dock, then clickin Reimport.

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3 participants