I feel like we’re saying the same thing here… no? The issue is that MonoGame currently provides no way to disable font anti-aliasing when the texture sheet used by a sprite font is generated at content built time.
I feel like an option would be expected here, under ProcessorParameters…
I don’t recall XNA having this though, and I know MonoGame tries to reproduce the XNA experience. If this is how XNA worked, well… I guess we just use BitmapFont ![]()
