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PopupMenu, MenuButton, OptionButton text becomes blurry on canvas_items stretch mode when screen is resized #70791
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Oversampling is a global value and should be applied to all text, it this case it seems like it's something wrong with embedded window scale mode in general. |
Parent window content scale seems to be completely ignored by embedded windows. |
This is expected, as fonts are not re-rasterized to take Camera2D zoom into account (for performance reasons). If you want text to remain crisp in this situation, you need to enable Multichannel Signed Distance Field on the font in the Import dock. For the default project font, you need to enable the Default Font Multichannel Signed Distance Field advanced project setting instead. |
I am having a similar issue with a texture looking blurry when the scale is reduced inside popup window. |
Self-intersecting outlines are not supported by MSDF font rendering. This is a design limitation that could be fixed by integrating Skia, but this is a huge dependency given the size of the problem at hand. To fix the issue, use a custom font with a proper bold variant instead of relying on automatically generated bold (embolden). Make sure to grab the font directly from the font maker's website, rather than Google Fonts as Google Fonts builds tend to contain self-intersecting outlines. |
Godot version
4.0 beta 10
System information
Windows 10
Issue description
On both GLES and Vulkan renderer the optionbutton options become blurry when screen is resized other than the default size.
Steps to reproduce
Load repro project, run scene and try the options.
Minimal reproduction project
low_res_options.zip
PS: happy new year!
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