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Text is rendered with inconsistent offset/scale due to font oversampling #47957
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This is likely related to font oversampling not using the correct window size. As a workaround, you can disable font oversampling in the project settings (this will make fonts pixelated/blurry at high resolutions). Can you reproduce this when the stretch aspect is set to |
Hi! Setting aspect to expand won't help either. I can reproduce it any time the window gets set to fullscreen. Doesn't matter how i set it to fullscreen. I tried it by: Maximize button on top right corner, setting the project default to fullscreen, end even via code (OS.window_fullscreen=true). |
Godot version: 3.2.3.stable
OS/device including version: Win10 Pro, GTX950M Driver: 466.11Both GLES
Issue description: Whenever i set my game to fullscreen the fonts get messed up. It looks like the letters are moved slightly up/down and missing their top/bottom parts with resptect to which direction they moved. The default font / custom fonts behave the same way. What is strange that it only happens when the window is in "fullscreen". So if i simply drag the window around to resize it nothing happens, the fonts are behaving as expected. However if i press the maximise button or run a code to set the window to fullscreen it happens. Thanks in advance!
Stretch:
Mode: 2d
Aspect: keep
Steps to reproduce: Not known. When the same project run by others it behaved as expected
**Minimal reproduction project:
**
Example.zip
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