title: LibGDX FreeType font blurry
body: <p>I'm generating my font dynamically using the screen height percentage and set percentages (Obviously multiplied by density's in the future.</p>
  
  <p>Some notes.
  I'm reading from an OTF file.
  Using the latest version of LibGDX (Version 1.2.0)</p>
  
  <p>I have the following problem:
  (Large breaks in the font and looks very blurry, but only on <strong>medium</strong>. <strong>Large</strong> and <strong>small</strong> look very sharp)</p>
  
  <p><img src="https://i.imgur.com/InVLbyt.jpg" alt="Bad font"></p>
  
  <p>My Preset font sizes:</p>
  
  <pre><code>//Font sizes, small, med, large as a percentage of the screen.
      public static float
              FONT_SIZE_LARGE = 0.175f,
              FONT_SIZE_MEDIUM = 0.06f,
              FONT_SIZE_SMALL = 0.04f;
  </code></pre>
  
  <p>My font generator settings</p>
  
  <pre><code>FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
          FreeTypeFontGenerator generator;
  this.generator = new FreeTypeFontGenerator(Gdx.files.internal(filename));
  </code></pre>
  
  <p>Creating the actual font:</p>
  
  <pre><code>//Create a new font and add it to available font sizes.
  public BitmapFont createFont(float size, float color)
  {
      this.parameter.size = Math.round(size);
      BitmapFont bitmapFont = generator.generateFont(parameter);
      bitmapFont.setColor(color);
      listOfFonts.add(new FontStorage(bitmapFont, size));
      return bitmapFont;
  }
  </code></pre>
  
  <p>Now I've tried a few things on different devices but still have the same issue. I'm thinking it could be because it's not the power of 2? (Do font's need to be a power of 2 to be even?)</p>
  
  <p>The fonts are drawn on many different screen resolutions, so making three bitmap fonts of a certain size is out of the question.</p>
  
  <p>Can someone help me out here?</p>