Open fnune opened 11 months ago
Hi, this is because Fyrox uses bitmap fonts and bakes font atlas in 1:1 ratio.
I see. Do you think it's feasible to change that?
If I were to take a look at it myself, where should I start?
Hard to tell, the problem is quite complex. At first, when display scaling is applied to the UI, it just scales the geometry of the text (each quad per glyph). This means that the UI does not care what is actually placed on these text quads, it just generates geometry of a proper size. The renderer then using a font atlas to render glyphs. This is where the problem hides - font atlas was generated to 100% display scaling, but used with 200%. So you can begin at https://github.com/FyroxEngine/Fyrox/blob/master/fyrox-ui/src/ttf.rs and try to play with the font atlas bitmap size.
This seems to be an issue on 100% scaling X11 as well.
Hmm, so no support for Signed Distance Field fonts?
This issue should be partially fixed by layout rounding feature, that was added recently.
The fonts in the editor look blurry. Note that it's only the fonts: other graphics such as the scene preview and icons scale up properly.
Here's a close-up:
And here's a comparison with another window with correct scaling:
Some information about my system: