A quick thing to test is setting the resolution of the font texture being used

osgText::Text setFontResolution

Like you where thinking, at the moment your font is being generated as a 
texture at a certain resolution, you are then scaling it when rendering causing 
mipmapping, multi sampling etc to effect it.

So make it the resolution you would expect to see on screen, and if you have it 
bang on you can also disable mipmapping on the font

font->setMinFilterHint(osg::Texture::NEAREST);
font->setMagFilterHint(osg::Texture::NEAREST);

Be aware though you will need a font texture per resolution you set so can 
become quite memory hungry.

Wangs suggestion will probably give beter looking results, but the above is 
pretty easy to test.

Tom

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http://forum.openscenegraph.org/viewtopic.php?p=53068#53068





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