Closed TheDuriel closed 3 years ago
Filter isn't enabled by default because it sometimes causes the font to become blurry, even if you aren't zooming in at all. Therefore, it should be enabled only when you expect the font size to change at run-time (e.g. when a Control is scaled during an animation).
@Calinou By that logic should images import not have filter ON
by default?
Addition (Edit): If you are not rendering the font at the exact size you set it too it will do this. This is especially a problem with rending in window mode.
@IAmActuallyCthulhu I think this is a different situation, as images are often expected to be scaled at run-time. By contrast, this is usually not the case for fonts. If you use the 2d
stretch mode, Godot will automatically oversample DynamicFonts by default, which means they will still be rendered at a pixel-perfect scale, just rendered at an higher resolution to match the display size.
If you use the 2d stretch mode, Godot will automatically oversample DynamicFonts by default
Filtering off:
viewport 1080p, window 900p, stretch 2D, aspect expand
Filtering on: viewport 1080p, window 900p, stretch 2D, aspect expand
Look at "modding support" in the first sentence.
@TheDuriel Double-check that Rendering > Quality > Dynamic Fonts > Use Oversampling is enabled in the Project Settings – it should be enabled by default since 3.1. Also, note that it will only work within the default viewport; it won't work with custom viewports.
The oversampling factor is currently computed automatically and there's no way to override it. I suppose it would make sense to make it adjustable manually, so that it can still be used when using a custom viewport with custom stretch logic.
Default viewport.
Funnily enough, with it disabled and having filtering off as well, it is almost ok. Still terrible, but at least the letters line up.
Basically, supersampling only works correctly with font filtering on.
wats up with that font @TheDuriel lol
Happens to be inconsolata. Meant to look like this. Hence the thread.
something ain't right, even if filter is enabled it looks way out of character (pun intended)
something else is going on here i think
Fonts are now filtered by default in the master
branch as part of the Vulkan renderer rewrite, closing. (This will also apply to the OpenGL renderer once it's implemented.)
Godot version:
3.1
Issue description:
Currently the filter and mipmap properties default to false. This means that it is very easy to run into a situation where font quality is negatively affected. (For example when the viewport resolution, and the window resolution do not match. Aka. any debug environment.)
Imho filtering should default to being on. It simply looks better in all cases.