ok. I see 
I use the mosaic mothod I think. The font is created in adobe photoshop, then parsed inn and stored in a single texture with each character getting there own rectangle inside the texture. I guess it could be generated by using awt, but I wanted it to be flexible enough to support hand made bitmap fonts. And adobe does nice antialiasing 
It is used by my menus and overlays. I’ve limited the use of the font so that it is never scaled, and is drawn in screen space. I don’t use mipmapping and I disable all filtering. I also make sure that it is properly aligned with the screen, so that the texture is mapped 1:1 to the screen. If I did not do this it looked like crap, because it got scaled and mangled.
But I agree that this method is not an option when using mipmaps.