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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@ -175,7 +175,7 @@ pub fn apply_along(
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let insert = offset_pt(insert, fwd, perp, *x, *y);
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let fwd_angle = fwd[1].atan2(fwd[0]) + rot_deg.to_radians();
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let resolved = resolve_dxf_special_chars(text);
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let text_strokes = lff::tessellate_text_ex(
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let (text_strokes, _) = lff::tessellate_text_ex(
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[insert[0], insert[1]],
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*tx_scale,
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fwd_angle,
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