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SpriteBatch.DrawString() antialiases fonts heavily despite PointClamp and integer-casted position #5272

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BradyInstead opened this issue Nov 2, 2016 · 0 comments
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Font Related to font processing or rendering

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@BradyInstead
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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.

image

image

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 DwellFont.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:TextureFormat=Color
/build:DwellFont.spritefont

Begin() call:

spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, null);

Fixes that do NOT work:

  • Using processorParam:TextureFormat:Compressed and NoChange
  • Casting the draw Vector2 X and Y to integers
  • Using a different font
  • Using a different Windows operating system
  • Upgrading from Monogame 3.4 to 3.5 (both have the issue)

Related StackOverflow question with more info.

@Jjagg Jjagg added the Font Related to font processing or rendering label Dec 10, 2018
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