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Fonts blurry ingame


Dragofer

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I've been having difficulties with certain fonts lately - for some reason ingame they show up blue and blurry, as in my attached screenshot. I've had to find replacements for several readables and adapt the text so that it has the same length as before.

In playthrough videos, I've seen how some players see the font blue & blurry while others see it in the correct way. And it's not just in my missions, I've seen this issue crop up in various other threads too.

So far I found this issue with the following fonts:

guis/readables/parchment_popsies_hand.gui
guis/readables/parchment_rapscallionpirate.gui

Which I replaced with this font, which shows up fine ingame:

guis/readables/parchment_carolingia.gui

 

One possible explanation I heard is that the font has been anti-aliased incorrectly (though changing my AA settings has no effect on the fonts).

peril_2020-07-11_12.03.34.jpg

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7 minutes ago, nbohr1more said:

seta con_legacyFont "1"

That affects my console, but not the readables unfortunately. The issue has actually been around for a while, at least since 2.07.

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8 hours ago, Dragofer said:

731.68 -1610.81 548.25   1.5 -46.3 0.0

Darkmod.cfg 12.84 kB · 2 downloads

I have managed to reproduce it without your config.

Moreover, I also have full-orange highlight on successful lockpicking in the same game session.

I wonder if I would be able to reproduce it again...

UPDATE: On the second try lockpicking is OK, but the book still looks wrong.

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I have noticed that font looks correct for a short duration immediately before you close the book.
So I recorded apitrace, found that brief moment, dumped GL state when font renders bad and when font renders good, and ran diff on the states.

Here are the results:

bad_font_rendering.thumb.png.64b23b5bfe2e35ef2ff58bd161968409.png

Obviously, the problem is caused by u_colorAdd having crazy high value in alpha: it disables antialiasing (which relies on alpha transparency to blend with background).
I'm not sure what this value should be, but at least this should be a good start.

P.S. Perhaps this value is not set properly, so it leaks across different draw calls, leading to weird and not fully reproducible problems. I won't be surprised if lockpicking problem is caused by the same thing.

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