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Font oversampling breaks rendering on Window node when game is resized. #76450
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As a workaround, enable MSDF font rendering (you can do this in the Import dock, or in the Project Settings for the default project font). This will remove the need for font oversampling entirely. |
same in 4.3.beta2 |
This requires #86022 to be merged to be fixed, which is a large PR that will require lots of testing. Godot 4.3 is in feature freeze, so that PR can only be merged in 4.4 at the earliest. |
This should be fixed by #92731, but seems like subwindow title is still affected for some reason (text outside and inside subwindow seems to be fine). |
Is there a specific issue for the kerning problem with MSDF @EMBYRDEV mentioned? I'm seeing it too on 4.2.2 and the latest commit, although with my font the results aren't as bad. |
Please open a separate issue for this kerning issue with a minimal reproduction project attached. This was tangentially discussed in #90779, but that issue is best kept separate about font hinting specifically. |
Godot version
4.0.2.stable
System information
Windows 11, Vulkan
Issue description
When font oversampling is enabled and the game is resized, the font rendering inside a window node breaks.
When the subwindow is resized the font rendering fixes itself.
Steps to reproduce
Download repo project, run test_ui.tscn, resize the main window.
Minimal reproduction project
UIScalingTest (2).zip
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