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Font subpixel antialiasing results in artifacts #97195

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mihe opened this issue Sep 19, 2024 · 2 comments · Fixed by #97217
Closed

Font subpixel antialiasing results in artifacts #97195

mihe opened this issue Sep 19, 2024 · 2 comments · Fixed by #97217

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@mihe
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mihe commented Sep 19, 2024

Tested versions

  • Reproducible in 4.4.dev [694d3c2]
  • Reproducible in 4.4.dev [2c136e6]
  • Not reproducible in 4.4.dev [14a7e0a]

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:

Subpixel

This is what it looks like when using the default grayscale antialiasing:

Grayscale

Here's what subpixel antialiasing looks like up close:

image

Here's what the grayscale equivalent looks like up close:

image

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

@stuartcarnie
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Can confirm I'm seeing oddities, so I'll take a look. Thanks for the report!

@stuartcarnie
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stuartcarnie commented Sep 20, 2024

CleanShot 2024-09-20 at 13 32 29@2x

  1. Able to reproduce issue
  2. Resolved issue

Found the issue, and is fixed in #97217

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3 participants