I know there's probably like 10 of these topics already that ask about it, and the often solution is to just recompile SFML without text antialias, but why does it really need to be like that?
Why do I need to recompile SFML again (already recompiled it recently to work with TDM 5.1) only to turn off text antialias?
Saying that "It's not needed, most people wouldn't notice, etc", doesn't work in my case. I'm participating in the LOWREZ 2016 jam by Itch.IO, and I have to make a 64x64 pixel grid game, so I definitely need aliased text.
Is there currently any better solution to getting text rendered on the screen, other than recompiling or creating my own font class?
Thanks!