I'm programming a game in LibGDX, but when I try to display some text on the screen with a TrueType font (.ttf), it comes out somewhat blurry.
Why is this happening?
This is how I'm using the text in my code, implemented from this thread How to draw smooth text in libgdx?:
stage = new Stage(viewport, game.batch);
table = new Table();
table.center();
table.setFillParent(true);
generator = new FreeTypeFontGenerator(Gdx.files.internal("Lato-Bold.ttf"));
parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = 30;
parameter.color = Color.WHITE;
parameter.characters = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
font = generator.generateFont(parameter);
generator.dispose();
Label.LabelStyle labelStyle = new Label.LabelStyle(font, font.getColor());
touchToStartLabel = new Label("Touch To Start", labelStyle);
table.add(touchToStartLabel);
stage.addActor(table);
Any ideas on how I can get a better rendered text? It's been bugging me for a while.
EDIT: I tried to use trilinear filtering by changing the code to this (and I'm using a FitViewport in case that's important):
generator = new FreeTypeFontGenerator(Gdx.files.internal("Lato-Bold.ttf"));
parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = 30;
parameter.color = Color.WHITE;
parameter.minFilter = Texture.TextureFilter.MipMapLinearLinear;
parameter.magFilter = Texture.TextureFilter.Linear;
parameter.characters = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
font = generator.generateFont(parameter);
font.setUseIntegerPositions(false);