I've followed the tutorial for preparing fonts. I'm using BMFont to take a .ttf font I've downloaded to create the bitmap font used by 2d toolkit. I can't get it to look exactly as it is advertised on the site I downloaded it from. This seems to be a problem with any font I try. Here is an example and I attached an image to show you what I'm seeing in game.
http://www.theleagueofmoveabletype.com/fanwoodI have a feeling it has to do with how BMFont is outputting the font. I've tried various different settings including font smoothing, super sampling, render from truetype outline, but can't seem to get it just right.
Some of the basics that I made sure of in Unity:
1. TextMesh (x,y) positions fall on whole numbers.
2. Using Point filtering in the sprite collection for my fonts. (Should the source texture for the separate bitmap fonts also be set to Point?) I actually think bilinear filter made it look better, but enabling this resulted in characters tops/bottoms getting cut off by a couple pixels.
3. I'm using tk2d Camera and I ticked the checkbox for "use tk2d camera".
4. Mip maps are not getting generated
I'm not building to a device by the way. I'm seeing these results in the Game window in Unity. Also, when I view the font .ttf in a different font program designed for testing out fonts, they do look perfect. Could the tk2d shader I've selected on the atlas material also be affecting it?