Font filtering issue

Hi. So, I have this text in the scene. Unity renders it like this:

Defold renders it like this: (notice some of the sketchy details aren’t that visible anymore)

My initial guess was that Defold doesn’t use mipmaps for bitmap fonts, so I tried messing with the min filter on the font material. Indeed, using any mipmapping filtering option causes the font not to render. What’s weird though is that there shouldn’t be any filtering done at all, since the font is rendered at its native size at integer coordinates.

So maybe there’s a different sort of filtering/antialiasing being done when the font bitmap is rendered for the first time? Can we change that?

Disclaimer: Screenshots were taken on a non-retina display hooked to a retina mac, that’s why they’re 2x in size and slightly filtered.

UPDATE: It does indeed seem from the font bitmap preview that the antialiasing is eating some of my details and it seems like the antialiasing setting is boolean and I can’t configure anything.

Here is the font.

Hmm, @sven do you know?