I am currently working in XNA 4.0 trying to render a font that I got. The font is rendered with this:
spriteBatch.DrawString(this.font, this.text, new Vector2(10, 10), this.color);
But some of my letters gets blurry and low quality (See image)
I have tried to change the SamplerState of the GraphicDevice but that does not seem to improve anything.
-Update-
After testing one of the ideas were XNA would compress the text and in that case loosing quality i tried out to create my own font texture instead of generating one using a .spritefont. And then sending that into the contentloader, the results I managed to get was just slightly larger text but with the same artifacts.
See Image
And I was now wondering if the problem still can have to do with compressing problems or if there could be another issue making the font get a lower quality in the program compared to using it ouside the program.
The way I am currently loading my font is using
font= ContentManager.Load<SpriteFont>(FontPath);