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I begin the Spritebatch with the PointClamp setting. All stretched/modified textures don't antialias, but fonts are heavily AA as seen below. I am not rendering using decimal floating point positions, as this other issue suggests.
I'm using Windows 10, DX. All machines I've tested on running Windows 10, 8, and 7 have the same issue. I have not tested on any other OS's. All .spritefonts I load have the same issue.
I begin the Spritebatch with the PointClamp setting. All stretched/modified textures don't antialias, but fonts are heavily AA as seen below. I am not rendering using decimal floating point positions, as this other issue suggests.
I'm using Windows 10, DX. All machines I've tested on running Windows 10, 8, and 7 have the same issue. I have not tested on any other OS's. All .spritefonts I load have the same issue.
Import settings:
Begin() call:
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, null);
Fixes that do NOT work:
Related StackOverflow question with more info.
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