#What do I call this display issue and why is it happening?
28 messages · Page 1 of 1 (latest)
"Non-integer scaling", maybe, but exactly why it's happening depends on what your setup is like.
Like, if you're relying on Godot's automatic pixel perfect scaling, maybe the window is slightly smaller than it thinks it is.
Or maybe you accidentally have non-integer scale somewhere in your hierarchy.
I wanted the font to be pixel perfect. Should I check anything specific in my scene hierarchy or the font import settings to correct this issue?
like is non-integer scale a node setting?
Check up the hierarchy from this node to see if anything has scale of 0.99999 or something.
No, it just means the scale isn't a whole number.
Are you using SubViewports or something?
I use subviewports but not for this ui piece
Ah, because it's easy to mess up the scale a bit with SubViewports, but you'd have to be actually rendering this UI with it.
One weird thing that happens on Windows is that in one of the fullscreen modes, it draws a one pixel border around the entire screen (workaround for a performance issue), but that I think can also cause it to misreport the size of the screen, and then things can end up slightly squished.
can that/should that be disabled in project settings?
If you're seeing this in windowed mode, it isn't that.
Check to see if it goes away in windowed mode.
I can't remember if there's an option for it in project settings (search for fullscreen to see if it shows up). If you're setting fullscreen mode from code, there's more than one mode you can switch into, so try one of the others.
I ended up doing my own integer scaling by hand so that I have control over what it does at different resolutions, and it also helps to avoid this fullscreen border problem.
it looks like taking it out of fullscreen fixes it but it's pretty small so it's hard to tell
Yeah, that's just no scaling, which is obviously easier to get right.
ok exclusive fullscreen fixes this issue. While testing this I'm remembering why I originally turned it off. I am not a fan of how you can't pull up the start menu or use the snipping tool in this mode. I'll just have to get over it tho if this fixes my display issue
thanks for the help
No problem. Doing your own scaling will let you use either mode, but it's a bit more work on your side.
FWIW, I absolutely don't understand why they have this one pixel border thing to fix a performance problem (IIRC), since I've never seen anyone else have to do that, and I especially don't understand why it reports the wrong screen size in that situation. Seems like a bug to me, and maybe deserves a report filing on their Github Issues.
This is the associated bug report if you're interested: https://github.com/godotengine/godot/issues/97435