I am using Monogame 3.4 (I have held off upgrading to 3.5) and am on Windows 10. I'm drawing using the PointClamp setting (as suggested in this similar question).
Whenever I render text with DrawString(), the text is extremely antialiased, as shown below. However, any stretched textures I draw are NOT antialiased, and seem to use the PointClamp setting as expected.
Here are some examples of drawn text:
How do I disable text antialiasing so that fonts don't blur?
It seems that changing some import settings in the .mgcb changes the quality of the AA? When "processorParam:TextureFormat=Color" is changed to "processorParam:TextureFormat=Compressed", it makes the AA more pronounced. The issue is still not solved, but I feel like the font import settings may have something to do with it. Here is the .mgcb
#begin DwellFont.spritefont /importer:FontDescriptionImporter /processor:FontDescriptionProcessor /processorParam:TextureFormat=Color /build:DwellFont.spritefont
Since this question got flagged as a duplicate, let me explain. The other question I have already referenced above uses PointClamping. I already use PointClamping, and it works fine with the textures I render (they aren't antialiased). It does not, however, work with my fonts. Therefor, that other question isn't applicable. I'm wondering why that is.