I am rendering text letter by letter as textured quads (my glyphs are in a texture atlas).
Though my glyphs' positions and dimensions in their texture atlas are integers (in texel space), their rendered screen size and coordinates will be float, mainly due to scalling. This results in text that does not have a consistent appearance. I know that any degree of scalling will deteriorate the quality of each letter, that's expected. What I am trying to solve is the case where (apparently due to sub-pixel positioning) the same letters in a line of text are rendered differently (e.g. some a's are blurry, while others sharper). Forcing their screen coordinates to be integers solves the consistency issue, but ruins their overall positioning (I go to the trouble of calculating kerning, and forcing integer possitioning renders this pointless).
Is there a solution to this? This problem exists with any rendered quad, it's just that more obvious when what is rendered is text.