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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20 changed files with 624 additions and 191 deletions
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@ -206,7 +206,7 @@ fn tessellate_tolerance(tol: &Tolerance) -> Vec<Vec<[f32; 2]>> {
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let text_w = cell.len() as f32 * char_w;
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let tx = cell_x + (cw - text_w) * 0.5;
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// Tessellate text in local frame then transform
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let local_strokes =
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let (local_strokes, _) =
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lff::tessellate_text_ex([0.0, 0.0], h, 0.0, 1.0, 0.0, "txt", cell);
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for polyline in local_strokes {
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let transformed: Vec<[f32; 2]> = polyline
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@ -248,6 +248,7 @@ impl TruckConvertible for Tolerance {
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strokes,
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origin,
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color: None,
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fill_tris: vec![],
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}]),
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snap_pts: vec![(snap_pt, SnapHint::Insertion)],
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tangent_geoms: vec![],
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