| Attention | Topic was automatically imported from the old Question2Answer platform. | |
| Asked By | Moros |
Hello, I am working on a custom camera for a project, it is a multiple people project so I need to provide debug tools for my camera.
My camera needs to show different zones in the editor like this :

To achieved this result I simply implemented the _draw() function in my custom Camera2DFollowing class which inherits from Camera2D, I used the draw_rect() and draw_string() methods
Doing so I needed to add a font for the zones labels “Ease zone” and “Dead zone”, I did the following :
pa_debug_font = DynamicFont.new()
pa_debug_font.font_data = load(pa_debug_font_path)
pa_debug_font.font_data.antialiased = false
pa_debug_font.size = 12
My problem is that if I change pa_debug_font.font_data.antialiased to true the result is unreadable.
I therefore tweaked a bit my project to figure out what I could do to improve that, it appears DynamicFontData.antialiased works well if the font is in front of a white background but does terrible if not.


My question is as follow : do you know a way that could improve the render of text antialiasing in my project and for this specific case ?
Thank you a lot
Edit1 : I tried changing the font and nothing changed
Edit2 : I tried changing the stretch mode in project settings and nothing changed
Does the same thing happen with different fonts?
timothybrentwood | 2021-05-06 22:12
Well I tried with the default godot font (idk what it is) and the one on the pictures is Arial
Moros | 2021-05-06 22:14
So it does happen with other fonts. Maybe it’s being stretched weird? Project > Project Settings > Display > Window > Stretch > Mode try launching it in all three modes and see if anyone gives you a nice looking font.
timothybrentwood | 2021-05-06 22:21
Well I tried all three mode and nothing seems to change
Moros | 2021-05-06 22:50
My suggestions would be to play with the outline_size and outline_color properties. It’s worth a shot to test whether setting use_mipmaps or use_filter does anything. Or to stick the text in a Labelnode with a transparent background and see if that fixes the issue.
timothybrentwood | 2021-05-07 00:35
Will try tomorrow, thanks a lot for all your suggestions
Moros | 2021-05-07 01:08