Viewport Stretch-Mode Corrupts SpriteFrames

Godot Version

v4.4.1.stable.steam [49a5bc7b6]

Question

When running my game, using AnimatedSprite2D for my character, sometimes Pixel on the side of the frame gets teleported to the other side of the frame


The pixels on the left (highlighted in red) are supposed to be on the right (which interestingly is displayed correctly if flip_h is set to true)
In the editor all the frames are displayed correct.
This doesnt happen when i use the stretchmode canvas_item.

Did anyone else experience something like this? Is this a bug in Godot 4?

I was getting pixelated text on my font. I tried different fonts, importing with different font baseline sizes, mipmaps, every option checked and unchecked, putting the sampling up to max, and tried lots of other suggestions I found to no avail. I was about to replace all my large text with images just giving up on the large text thing altogether.

Fortunately for my game, I discovered that removing the stretching from my game fixed all of it, and my game didn’t need the stretching anyway, in fact, was better without it. I never found a solution for the pixelating of large text, but this is not a bug. It is about the way text is rendered (I think) and is not exclusive to Godot.

I hope you find a better solution.

I had similar issues with enabled anti-aliasing.
You can try disabling it. Or try adding padding (1 pixel or more) to your sprite.