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Font Rendering: Inconsistent Blending between font types #2171

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thygrrr opened this issue Mar 4, 2024 · 0 comments
Open

Font Rendering: Inconsistent Blending between font types #2171

thygrrr opened this issue Mar 4, 2024 · 0 comments
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@thygrrr
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thygrrr commented Mar 4, 2024

Release Type: Official Release 4.2

Version: 4.2.0.2067 on .NET 8.0.2

Platform(s): Windows 11, in Editor and in-Game

Describe the bug
Dynamically Runtime Rasterized fonts render / blend with much different opacity than offline SDF Rasterized fonts.

They SDF fonts also blend differently at runtime than in the editor.

To Reproduce
Steps to reproduce the behavior:

  1. download Bai Jamjuree font from Google Fonts
  2. create SDF font
  3. create Dynamic font
  4. create a grid with 30% opacity
  5. create two text blocks, one for each font
  6. compare lettering in editor
  7. compare actual blending at runtime

Sample project, you should be able to see it in the UI page:
Cubes.zip

Expected behavior
Consistent opacity between fonts.
For what it's worth, even if it differs from all other opacities, the Dynamic Font's opacity would be my personal EXPECTED one and all other UI, including ImageElement, should blend like it. (that's a greater issue with UI compositing in Stride, though)

Screenshots
image

image
(left is dynamic font, right is SDF font... btw, UI editor contrast is terrible when opacities are involved because of the very bright blue window background)

Visual tree:
image
image
image
image

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