From 6593354eaa61539e8e8b1363362f7eb74c06aa4f Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 20 May 2023 04:05:44 +0200 Subject: [PATCH] Mention that all font sizes in Godot are in pixels, not points in Using fonts --- tutorials/ui/gui_using_fonts.rst | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/tutorials/ui/gui_using_fonts.rst b/tutorials/ui/gui_using_fonts.rst index cb23738347c..7ee0f6511a9 100644 --- a/tutorials/ui/gui_using_fonts.rst +++ b/tutorials/ui/gui_using_fonts.rst @@ -145,9 +145,13 @@ property that accepts a Font resource. Fonts that have a pixel art appearance should have bilinear filtering disabled by changing the **Rendering > Textures > Canvas Textures > Default Texture Filter** - project setting to **Nearest**. The font size must also be an integer multiple of the - design size (which varies on a per-font basis), and the Control node using the font - must be scaled by an integer multiple as well. Otherwise, the font may look blurry. + project setting to **Nearest**. + + The font size must also be an integer multiple of the design size (which + varies on a per-font basis), and the Control node using the font must be + scaled by an integer multiple as well. Otherwise, the font may look blurry. + Font sizes in Godot are specified in pixels (px), not points (pt). Keep this + in mind when comparing font sizes across different software. The texture filter mode can also be set on individual nodes that inherit from CanvasItem by setting :ref:`CanvasItem.texture_filter `.