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[Draft] Update dynamic_font.cpp To fix Flickering #39655
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Doesn't this break font oversampling, instead of fixing it? There's more code that refers to it using floats and does float comparisons. The commit log should be amended to be more explicit, see https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#format-your-commit-messages-with-readability-in-mind |
Sorry , its My first time ever to use the pull requests system. From tracking the bug i reported , I find out that the font_oversampling is float value of 1.0 I have done my tests , I find only 1 downsides of this, That's all i have for know. |
See this search for a list of locations where
I'm not an expert on it myself so maybe this change will be OK, but it sounds to me like it will create issue whenever one would actually need a ratio different from 1. I guess this change will mean that values inferior to 1 (e.g. 0.7) will be rounded back to 1, and there will be a jump from 1 to 2 when the scale ratio passes 1.5. |
As far as i can see , the float values are the reason for the problem. |
AFAIK, the default font is bitmap font not dynamic font. |
OP has deleted their account and this change still seems bogus to me, so closing. The related issue is still open for investigating and fixing (possibly with the same fix if it turns out to be correct after further investigation). |
The font oversampling factor should remain a floating-point value as the scaling factor won't always be an integer (even if the final DynamicFont size is always an integer). Therefore, I don't think this pull request was a good solution to the issue. |
Hello, this is a fix for the bug i reported here #39628