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Mention that all font sizes in Godot are in pixels, not points in Using fonts
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@@ -145,9 +145,13 @@ property that accepts a Font resource.
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Fonts that have a pixel art appearance should have bilinear filtering disabled
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by changing the **Rendering > Textures > Canvas Textures > Default Texture Filter**
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project setting to **Nearest**. The font size must also be an integer multiple of the
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design size (which varies on a per-font basis), and the Control node using the font
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must be scaled by an integer multiple as well. Otherwise, the font may look blurry.
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project setting to **Nearest**.
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The font size must also be an integer multiple of the design size (which
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varies on a per-font basis), and the Control node using the font must be
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scaled by an integer multiple as well. Otherwise, the font may look blurry.
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Font sizes in Godot are specified in pixels (px), not points (pt). Keep this
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in mind when comparing font sizes across different software.
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The texture filter mode can also be set on individual nodes that inherit from CanvasItem
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by setting :ref:`CanvasItem.texture_filter <class_CanvasItem_property_texture_filter>`.
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