Godot: font is redered pixalated in editor

Created on 28 Nov 2019  路  5Comments  路  Source: godotengine/godot

Godot version:
3.2.beta2 and all before that :)

OS/device including version:
Windows and MacOS

Issue description:
Texts in the editor are rendered super pixelated but in-game normal.
I am making a game with a resolution of 320*90.
So I think, the font is rendered good if the zoom is set to 100% but is not rerendered if I zoom closer in. This makes the positioning of elements very time-consuming.

Steps to reproduce:
Add a Label and zoom in.

The upper image is from editor, the lower from in-game.

rect837

bug editor rendering

Most helpful comment

@girng Please only comment if you have something constructive to say.

All 5 comments

The DynamicFont oversampling factor is global, which means it can't be set on a per-font basis. We'd need this to be able to oversample the font when zooming in and out.

As a workaround, you can increase your project's base resolution. If you need to run it at a lower resolution for testing purposes, you can change Test Width and Test Height in the Project Settings.

This makes the positioning of elements very time-consuming.

No it doesn't

@girng Please only comment if you have something constructive to say.

The DynamicFont oversampling factor is global, which means it can't be set on a per-font basis.

Is this still the case today ?

We'd need this to be able to oversample the font when zooming in and out.

Is this implemented / implementable ? I wouldn鈥檛 really know where to start

Is this still the case today ?

Yes.

Is this implemented / implementable ? I wouldn鈥檛 really know where to start

This will require per-font oversampling factors to be implementable. Unfortunately, this is probably not trivial to add. Not to mention that re-rasterizing the font every time you zoom may negatively affect performance, especially at higher zoom levels.

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