Mention that all font sizes in Godot are in pixels, not points in Using fonts

This commit is contained in:
Hugo Locurcio
2023-05-20 04:05:44 +02:00
parent 8e45b3c141
commit 6593354eaa

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