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As best I can tell (using git bisect) this looks to be a regression caused by #92797.
When using the "LCD Subpixel" value of the editor setting interface/editor/font_antialiasing, on Windows 11 in my case, I end up getting rendering artifacts around a lot of the text in the editor, which looks like this:
This is what it looks like when using the default grayscale antialiasing:
Here's what subpixel antialiasing looks like up close:
Here's what the grayscale equivalent looks like up close:
Steps to reproduce
Open the editor.
Set the interface/editor/font_antialiasing editor setting to "LCD Subpixel".
Wait for the editor to update everything.
Note the artifacts.
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
Tested versions
System information
Godot v4.4.dev (2c136e6) - Windows 11 (10.0.22631) - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 4070 Laptop GPU (NVIDIA; 32.0.15.6109) - AMD Ryzen 9 7940HS w/ Radeon 780M Graphics (16 Threads)
Issue description
As best I can tell (using
git bisect
) this looks to be a regression caused by #92797.When using the "LCD Subpixel" value of the editor setting
interface/editor/font_antialiasing
, on Windows 11 in my case, I end up getting rendering artifacts around a lot of the text in the editor, which looks like this:This is what it looks like when using the default grayscale antialiasing:
Here's what subpixel antialiasing looks like up close:
Here's what the grayscale equivalent looks like up close:
Steps to reproduce
interface/editor/font_antialiasing
editor setting to "LCD Subpixel".Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: