auto lbl = Label::createWithBMFont(...);
lbl->getTexture()->setAliasTexParameters();
However, if you want everything in your game to be aliased (pixellated) then you may also be interested in setting it globally by changing the constructor property default of the engine’s CCFontAtlas.cpp and CCTexture2D.cpp from , _antialiasEnabled(true) to , _antialiasEnabled(false)
Odd, why would they remove it from the deprecated CCLabelTTF and CCLabelBMFont classes and then support the same calls on the new Label class? Didn’t even come to my mind to test this
Thanks for the solution and thanks also for the great tip on how to globally disable anti-aliasing!
@Packora have never thought about messing with the MSAA, is there any performance gain to set MSAA to 0 over having all textures set to render aliased?