stride3d / stride3d/stride

Font Rendering: Inconsistent Kerning between Dynamic and SDF fonts

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bug
Dominant language
C#
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Description

Release Type: Official Release 4.2

Version: 4.2.0.2067 on .NET 8.0.2

Platform(s): Windows 11, in Editor and in-Game

Describe the bug
SDF fonts render any layout way differently from Runtime Rasterized Fonts.

To Reproduce
Steps to reproduce the behavior:

  1. download Bai Jamjuree font from Google Fonts
  2. create SDF font
  3. create Dynamic font
  4. create two text blocks, one for each font, same text
  5. place text blocks on top of each other
  6. observe the fonts deviate significantly

Expected behavior
Consistent layouting and spacing (with in reason) between the fonts.

Screenshots
image
Blue is Dynamic, Green is SDF.

Related to #2172 #2171

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reproducing the issue with Bai Jamjuree on Windows 11 using the listed SDF and Dynamic font steps, then compare the two text blocks and review related issues #2172 and #2171. Done means the same text has consistent layout and spacing between SDF and runtime-rasterized fonts.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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