#Odd blurring on generated textures

21 messages · Page 1 of 1 (latest)

full oak
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I'm generating textures for my cards in my game (so I can apply a shader on top of the text) and applying them to textur rects. The first image I sent, is what the card looks like in game on a texture rect, with filtering set to nearest on it... The second ijmage is what it looks like saved. The saved version has no blur around the text, so I know that's all right.

Also the texture rect's size matches the generated image's size of 144x215

rocky tiger
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import settings are on the import tab on the top left

full oak
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I turned the AA off on the font…

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Like it shows up normally if I just save the viewport texture image which is weird

rocky tiger
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the two images aren't the same size so I'm not sure what else is different between them

full oak
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First image is a screenshot from in game where, via code, I apply the viewport’s texture. The right image is the image saved

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And if I just apply the saved image to the texturerect in the editor, it looks normal

rocky tiger
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also are you using the stretch mode "viewport" in the project settings to make things bigger in-game? if you disable that as well, even if the text is smaller, does it look correct?

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or stretch mode "canvas items"

full oak
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I’m using canvas items

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Oh interesting, if I change it to viewport the text doesn’t get aliased

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But obviously everything is pixelated 😅

rocky tiger
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so there's something broken with the canvas items scaling of pixel fonts, forcing Antialiasing anyway even if it's off

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two more settings to try messing around with: "MSDF" in the font settings, and "font oversampling factor" which I don't remember where it is, I would check both the font import settings and the project settings in case it's global

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I can't check it myself right now

full oak
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Ok lemme see

rocky tiger
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I might also go offline in a few minutes since it's pretty late here but if you find out anything else, I can continue helping with troubleshooting tomorrow

full oak
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thanks for the help regardless!! 😄

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cranking the oversamplig factor up seems to have fixed things!!

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enabling msdf actually does too :)