title: Font rendering in XNA is getting low quality
body: <p>I am currently working in XNA 4.0 trying to render a font that I got. The font is rendered with this:</p>
  
  <pre><code>spriteBatch.DrawString(this.font, this.text, new Vector2(10, 10), this.color);
  </code></pre>
  
  <p>But some of my letters gets blurry and low quality (See <a href="http://imgur.com/CUkbmD2" rel="nofollow">image</a>)</p>
  
  <p>I have tried to change the SamplerState of the GraphicDevice but that does not seem to improve anything.</p>
  
  <p>-Update-
  After testing one of the ideas were XNA would compress the text and in that case loosing quality i tried out to create my own font texture instead of generating one using a .spritefont. And then sending that into the contentloader, the results I managed to get was just slightly larger text but with the same artifacts.
  See <a href="http://imgur.com/IzsTwFL" rel="nofollow" title="image">Image</a></p>
  
  <p>And I was now wondering if the problem still can have to do with compressing problems or if there could be another issue making the font get a lower quality in the program compared to using it ouside the program.
  The way I am currently loading my font is using </p>
  
  <pre><code>font= ContentManager.Load&lt;SpriteFont&gt;(FontPath);
  </code></pre>