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Incorrect font rendering despite disabling Subpixel Positioning #74694
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This is only when alignment is center (isn't it), so probably a devide-by-2 thing |
This is not a bug; this occurs because you're displaying the font at a non-integer multiple. Pixel art fonts must be displayed at a multiple of the size they were designed for to look correct. If you follow this guidance correctly (including on the scale of Control nodes that display the font), you shouldn't even need to disable antialiasing on import – disabling subpixel positioning is enough. For example, if I enable antialiasing, notice how all fonts turn blurry except the ones that are a multiple of the intended size (16 and 32): Unifont is designed for size 16. |
@thornySoap If using the |
@thornySoap You have subpixel positioning set to Auto on |
@Calinou thank you yery much. Sorry for having annoyed you with that 😣 |
@Calinou How do you know? |
12 pt is different from 16px :) Different software uses different coventions for font sizes, so it's best to try different font sizes until you find one that looks "right". |
TIL. Very unintuitive. |
|
Great, thanks so much. |
Godot version
4.0.stable
System information
Windows 10, Forward+, NVIDIA Studio 527.56
Issue description
A pixel font is being rendered incorrectly despite disabling Subpixel Positioning. (#70327)
*image is exact size
Steps to reproduce
The minimal reproduction project shows various sizes of the font, comparing their appearance in engine and how they are supposed to look (via a keep size texture rect containing an image created seperately).
The left column shows the text in engine, the right shows the texture rects.
The font sizes from top to bottom are 12, 16, 24, 32, and 36.
Minimal reproduction project
Bug.zip
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