Last night it a little anti-aliased light bulb went off in my head. If you want high quality fonts at small sizes then the best way would be to generate the mipmaps that osgText uses for its texture atlas, not from using OpenGL hardware generate mipmap, but in software using FreeType to generate the appropriate point size for each level.
To do this one would have to tweak the implementation of src/osgText/Font.cpp quite a bit, but it should be doable. I'm not about to go off and try this, so if it sounds viable to you get stuck in with the code ;-)
Robert.
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