fix(text): render TTF glyphs as solid fills, fix font fallback, correct Z-order
Text elements previously rendered as hollow wireframe outlines and sometimes fell back to the wrong system font due to case-sensitive exact matching. Also, the viewport background grid drew on top of solid entities. Case-insensitive and partial-name fallback matching (e.g., mapping "arialn" to "Arial Narrow") is now added to `sysfont::canonical_family_name`, ensuring text resolves to the correct installed system font. TrueType font contours are now triangulated into solid fills (`fill_tris`) using `lyon_tessellation` in `ttf_glyph.rs`. To prevent the GPU from misclassifying this 2D text as a 3D mesh (which broke flat shading), text tessellation splits the output into separate outline and fill `WireModel`s. The background grid is extracted from `SelectionCanvas` into `GridCanvas` and moved beneath the 3D viewport to ensure proper layering. Finally, `DepthBiasState` is enabled on all face/fill pipelines to apply a polygon offset, perfectly resolving Z-fighting between coplanar wireframe lines and solid faces.
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@ -65,6 +65,7 @@ ttf-parser = "0.25"
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# obtain positioned (font, glyph-id) runs; outlines come from ttf-parser and
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# render through our own wire pipeline.
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cosmic-text = "0.15"
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lyon_tessellation = "1.0.20"
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[target.'cfg(target_os = "windows")'.dependencies]
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# Win32_System_Com — COM behind "Set as default app"
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