#Font is blurry in the main scene but not in its own scene?

1 messages · Page 1 of 1 (latest)

dreamy edge
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need help. My veiwport is 320x180 by the way. and i am overriding the virtual tooltip function in godot using _make_custom_tooltip() but just adding it as a child does not work either

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@meager pulsar

meager pulsar
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First, disable mipmap

dreamy edge
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My viewport is 320x180

dreamy edge
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no change

meager pulsar
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Okay, second, you mentioned that its not blurry if you add another line. How would it look if you add another line.

dreamy edge
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you can see the third lineis no blurry

meager pulsar
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Hmmm

dreamy edge
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or the first, only the middle one

meager pulsar
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So its only blurry at even line?

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Does any of your Control scale is being changed at al

dreamy edge
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nope

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no scaling

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BUT i changed the oversampling and the settings on my title font

meager pulsar
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So its only going wack if you change the oversampling?

dreamy edge
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now the small font

dreamy edge
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its in 10 rn

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but that should not even happen since its 16 bit font

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and it works perfect everywhere else,

meager pulsar
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Can you send your popup scene

dreamy edge
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this is also the same font as the title, no oversampling

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same size

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no scaling

meager pulsar
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Okay, then leave the oversampling as zero, because it sounds like a bandaid fix than fixing the actual issue

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Whats your project settings window looks like

dreamy edge
dreamy edge
meager pulsar
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Do you have Snap 2D Transform to Pixel enabled

dreamy edge
meager pulsar
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Project settings, thats what the settin is called

dreamy edge
meager pulsar
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Just search it with that name

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Its on 2d > snap

dreamy edge
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I turned it on, no change

meager pulsar
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So you have it disabled before?

dreamy edge
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Yes

meager pulsar
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Hmmm

dreamy edge
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still the same

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why is ui so tough for me.... nobody else has these issues ever...

meager pulsar
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Cant seem to reproduce it despite having same setup

dreamy edge
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are u running its own scen?

meager pulsar
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Yes

dreamy edge
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its fine in its own scene

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Its PERFECT there

meager pulsar
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So its being scaled on other scene?

dreamy edge
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only in the main scene

meager pulsar
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Well i dnt have the main scene

dreamy edge
dreamy edge
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just make a ui node (ideally a panel) in another scene, gmake a new script

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give it any tooltip text

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func _make_custom_tooltip(for_text):
    var tooltip = preload("res://some_tooltip_scene.tscn").instantiate()
    return tooltip```
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put this in the script

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and run and hover on the ui node

meager pulsar
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Okay

dreamy edge
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ALSO make sure the tooltip scene's root node has a minimum size defined

meager pulsar
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Ahh i see it, now i can experiment with it myself, please wait a moment

dreamy edge
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im such a good tester for godot engine, finding the most hidden stuff 🤣

meager pulsar
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Ahhhh

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I think i might have an idea

dreamy edge
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I'm all ears

meager pulsar
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Basically what currently happening is that built in tooltip is using default scaling rather than your project scaling.

meager pulsar
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More specifically the popuppanel

dreamy edge
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But it's not only an issue with the tooltip,

meager pulsar
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The popuppanel is using fractional scaling

dreamy edge
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It's a popup issue

meager pulsar
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But i tried changing it and it doesnt seem to affect anything so im not sure what that setting even does.

dreamy edge
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Cuz when I used a popup instead of margin container and added it as a child into the viewport as a mouse hover, it just shows the same, so must be a popup issue

meager pulsar
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I think the issue is on the popuppanel itself, you can reproduce it without tooltip, just make the scene a child of PopupPanel node

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You should just make a regular node tbh, no need for it to be a separate window

dreamy edge
meager pulsar
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Yeah. I dont see the benefit of making another window for this.

dreamy edge
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I mean yeah but the popup functionality

dreamy edge
meager pulsar
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Eh im pretty sure all youre using in the popup function is showing and hiding

dreamy edge
meager pulsar
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Sounds like it, you might want to report it on the godot github page, something along popupmenu not scaling properly on a pixelart project

dreamy edge
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Yeah, I'll make a GitHub issue request

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I did that already with my previous issue with popups

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It's so hard to work with popups 😭

meager pulsar
dreamy edge
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I'll also make a GitHub issue request later

dreamy edge
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and should i attach the relevant scripts to canvas layer as the toopltip?

meager pulsar
dreamy edge
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yeah, id like it to render at top so itll just be easier to make it work like that. ill just make the tooltip scenea canvas layer itself