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Mention disabling bilinear filtering in Using fonts
This is required for fonts with a pixel art appearance to look correct (dynamic or bitmap). This also fixes the mention of the first Godot version to support WOFF2 fonts.
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@@ -45,7 +45,7 @@ Godot supports the following dynamic font formats:
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- TrueType Font or Collection (``.ttf``, ``.ttc``)
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- OpenType Font or Collection (``.otf``, ``.otc``)
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- Web Open Font Format 1 (``.woff``)
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- Web Open Font Format 2 (``.woff2``, since Godot 4.0)
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- Web Open Font Format 2 (``.woff2``, since Godot 3.5)
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While ``.woff`` and especially ``.woff2`` tend to result in smaller file sizes,
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there is no universally "better" font format. In most situations, it's
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@@ -128,6 +128,19 @@ font file in question:
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You can also drag-and-drop a font file from the FileSystem dock to the inspector
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property that accepts a Font resource.
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.. warning::
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In Godot 4.0 and later, texture filter and repeat properties are defined in
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the location where the texture is used, rather than on the texture itself.
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This also applies to fonts (both dynamic fonts and bitmap fonts).
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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**. Otherwise, the font may appear to look blurry.
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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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Advanced font features
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----------------------
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