I've been trying to render text on SFML with fractional positions, and it all worked fine except for some white pixels appearing at the top left of each glyph:
I thought it was the texture bleeding from another part of the font texture, but I increased the padding and it didn't help.
I found a workaround which offsets the top boundary of the glyph by +1, at Text::updateGeometry:
int left = glyph.bounds.left;
int top = glyph.bounds.top+1;
int right = glyph.bounds.left + glyph.bounds.width;
int bottom = glyph.bounds.top+1 + glyph.bounds.height;
float u1 = static_cast<float>(glyph.textureRect.left);
float v1 = static_cast<float>(glyph.textureRect.top+1);
float u2 = static_cast<float>(glyph.textureRect.left + glyph.textureRect.width);
float v2 = static_cast<float>(glyph.textureRect.top+1 + glyph.textureRect.height);
I'm not entirely sure if this code is correct, it probably cuts off a part of the glyph or something, but so far I haven't seen anything noticeable in my fonts. It's certainly better than having a conspicuous pixel at the top left of nearly every glyph.
After spending three hours for a fix to this problem I'm content with this solution, but I believe the real problem probably lies within Font::loadGlyph. It would be nice to see it properly fixed.
Other than that... I'm having a great time using SFML. I moved from a different engine to this and I don't regret it.
Also, it would be nice having text alignment in hand.
Thank you!