Hi, I'm implementing a layered UI rendering system in SFML to simulate the RPG Maker XP style window system.
Here's how the rendering pipeline currently works:
I render the window background onto a RenderTexture (let's call it RT1).
I create another RenderTexture (RT2) that acts as a clipping mask for the window content area — it's 32 pixels smaller in both width and height than the background.
I then render the actual window content, such as text, onto a third RenderTexture (RT3).
Next, I draw RT3 onto RT2 to apply the clipping.
Then, I draw both RT1 and RT2 onto a fourth RenderTexture (RT4), which represents the full final UI layer.
Finally, I draw RT4 onto the main application window.
The problem is: this multi-layered rendering process seems to degrade image quality, especially for text. After going through these multiple RenderTexture layers, the final result looks noticeably blurrier, as if it's suffering from a loss of fidelity due to repeated re-rendering.
Is there a recommended way in SFML to preserve sharpness and image quality in multi-pass RenderTexture pipelines like this? Especially when rendering crisp text?