Open thygrrr opened 1 year ago
It's exacerbated by downsampling, but does not fully go away when viewport is the exact resolution of the window:
For correct appearance, you need to use the premultiplied alpha blend mode using a CanvasItemMaterial when displaying a transparent viewport.
Godot version
4.2.beta 4.1.3.stable
System information
Windows 11
Issue description
2D portions of Viewports are blended in a way that causes pixels to darken (maybe it's SRC_COLOR = 1-SRC_ALPHA or something along these lines)
(Edit: May also be some sort of render target downsizing artifact, blending dark surrounding pixels into it - the viewport has a different size from the window here; but even if I set them to the same, there is visible darkening/thinning of the font)
Notably, the 3D labels don't seem to show these darker pixels after blending, hinting at a different (better!) blend function being used there. It is not possible to directly compare the fonts as the 3D system seems to use a different font resource by default.
Steps to reproduce
Minimal reproduction project
dark-blend-repro.zip