Godot Version
Godot Stable 4.3
Question
As you can see in the picture, I tried to implement a setting in my game that allows fractional scaling of the window. For some reason, the text (which is a TrueTypeFont in a text label) gets weird when fractional scaling is enabled. All of the sprites/text rendered on screen is in a SubViewport which is applied as a texture to a TextureRect. Any ideas how to stop this from happening?
Using linear filtering should help, with nearest filtering the GPU cannot accurately display a slightly scaled up image. The Font doesn’t actually re-render the text at a better scale and it’s inside of a viewport so you’re scaling up pixels even if you enabled MSDF rendering for the font.
Would that be linear filtering for the viewport or the label?
NVM, I tested the label, and it works. Thank you!
Actually, I have to take that back. It works fine when maximized, but in full screen it still looks weird.