Ok, so I've implemented my own BitMap font system. Using the textures and description file produced by Angel Code's BMFont (http://www.angelcode.com/products/bmfont/) I can display properly formated text (kerning included!) in my project. Since I'm also using a custom spritebatch class, the text rendering is rather fast too.
There is just one problem: It looks like utter shite.
You see, I use a font with character size at 50 pixels. Then in my project I use various sizes (all smaller than the original font) which i achieve by scaling. Then I also support various resolutions (yet more scalling for my font). The final result is barely legible (moth-eaten text without mipmaps, smudged-out text with mipmaps).
Now before someone suggests SDF (Signed Distance Field) text, I must point out that, although being able to render almost any size of text, at any angle, is a remarkable thing, that my needs consist entirely of displaying scaled-down text, without any rotation. And, I've seen mention that SDFs are not that great with rendering minified text.
Another thing I've noticed is the positioning of the individual glyphs on screen. Integer positions are supposed to give a much cleaner result, but how do i manage to do this when I also have kerning involved?
So, what is the best way to render minified text?
Edited by gfxCahd, 14 January 2014 - 02:04 AM.