Dear Internet,
we’re using both, Canvas- and TextMesh-Objects to render interactive Text-Interfaces in VR (currently on SteamVR). In both cases the text-rendering is quiet aliased and hard to read, esp. viewed from a distance.
I noticed that the generated textures used by the TextMesh component don’t make use of MipMaps which would reduce the artifacts by switching to nicely scaled down versions. Simulating this effect with static textures of the Texts saved from Photoshop, gives very nice results.
- Is there a reason why no MipMaps are generated for Font-textures?
- Can I enable it?
- If not, I would be happy for any hints on potential work-arounds.
I am aware that, due to the super dense packing of characters on the texture, generating MipMaps would lead to texture-bleeding from across characters. So having an option to allow for padding between characters would also help.
Thanks,
tom