Wondering if there's a simple solution for this; I'm rendering some text with a sprite batch and a bitmap font in a libGDX Android project. Text renders fine, but end up with a few subtle grey spots after some letters, which I want to clear up. A bit more context; I'm loading in a bold comic sans font (for now), generated using Hiero, I've set the minfilter and magfilter of the font's texture to linear. Also, I'm not scaling the font up or down at any point in my code, but may want to later. Here's a screenshot for reference: http://i824.photobucket.com/albums/zz161/9bjames/Screenshot_zpseac8c515.png (you might need to zoom in a bit).
I've looked it up, and found this: BitmapFont rendering artifacts, but I was wondering if there was a quicker fix... or at least one that's less "hacky". For example, would using a distance field font, or custom shaders help any? Thanks, let me know if ya need any more info to go on. I'll continue looking into it in the meantime.
-Quick edit: found that using default texture filters (nearest) helps with the grey spots, so long as I'm not scaling up. Seems like the quality also drops in general using TextureFilter.Nearest... but it'll do for now, whilst I get more important parts working. Any recommendations would still be appreciated.