Quote from: egofreeWhat about using font_add_sprite ? :Sprite fonts will obviously work because they use individual textures for each character, currently fonts are the only thing texture paged. The issues they are experiencing are the result of the characters being tightly packed together on the same texture, so obviously sprite fonts would work for him.
http://enigma-dev.org/docs/Wiki/Font_add_sprite
Quote from: Darkstar2If worse comes to worse I will just compile my project with whatever setting works for me and tough fucking luck for the rest....... Thanks to those who posted and confirmed they too saw what I saw seeing, I'm not crazy! (YET but getting there!).
You can calm down because nobody spoke up until we were half why through testing, why? I don't fucking know, so you should be blaming them instead of thanking them, Harri especially, he waited till we were at the end of the topic before speaking up.
I suppose you can also blame me for not getting them to confirm their results, but they seemed avoidant of the subject, which was also destroying my moral to fix the problem.
Also to confirm, I ran it exactly as you said, and do not experience the issue.

Quote from: Darkstar2Then I am certain it has to do with rounding anomalies in the sampler, where as Direct3D was rounding issues in the screen space, this is why Direct3D we reproduced the same results. Direct3D is known to have less inconsistencies between graphics card manufacturers as well.
Thanks Robert for the initial suggestions, the round 1000 thing worked and the min 14px + AA1 makes it fully functional on all fonts and sizes I tried. Since the real root of the problem might be difficult to fix and requiring a rewrite or time nobody has, why not just use this if it works for everyone !?!?!?
OpenGL samples texture coordinates at their centers.
http://hacksoflife.blogspot.com/2009/12/texture-coordinate-system-for-opengl.html
Does that solution work with fonts of other sizes/resolutions/aliasing? That is important because if it does and works that well, then we know we are on the right track.
http://www.opengl.org/wiki/Sampler_%28GLSL%29#Direct_texel_fetches