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MSDF font outline rendering regression after MTSDF -> MSDF changes #109757

@Calinou

Description

@Calinou

Tested versions

  • Reproducible in: 4.5.beta 42224bb
  • Not reproducible in: 4.4.1.stable, 4.5.beta5

System information

Godot v4.5.beta (80a219a) - Fedora Linux 42 (KDE Plasma Desktop Edition) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 5090 (nvidia; 575.64.05) - AMD Ryzen 9 9950X3D 16-Core Processor (32 threads) - 62.33 GiB memory

Issue description

A rendering issue has cropped up following the merge of #109437. The issue is present even without any lights or environment in the scene. It's present in all renderers, but it's darker in Compatibility:

4.4.1.stable master master Compatibility
Image Image Image

The font on the top is the default project font, while the font on the bottom is a custom font (Noto Serif). Also, notice how the outline sizes appear to vary in 3D too, where it's set to 12 pixels on both fonts (10 pixels on both fonts in 2D). Perhaps the default project font uses a greater MSDF pixel range than what the Import dock configures?

The issue is also present when using llvmpipe, so it's probably not NVIDIA-specific.

I bisected the regression to 86e61a3. cc @bruvzg

Steps to reproduce

  • Enable Default Project Font Multichannel Signed Distance Field in the Project Settings.
  • Add a Label3D node and write some text.

Minimal reproduction project (MRP)

test_font_msdf.zip

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