feat: Add text support for ogre 2#1304
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Signed-off-by: Janosch Machowinski <j.machowinski@cellumation.com>
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The tests on homebrew are failing as USE_OGRE2_OVERLAY is disabled. What is the best approach here, should I guard that test with an ifdef ? |
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I found some crashes if toggling visibility, setting to draft for now |
Signed-off-by: Janosch Machowinski <J.Machowinski@cellumation.com>
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The crash I was seeing was due to the need to remove geometries explicitly and not only the visual the geometry was attached to. E.g. : // Without this line you will get a crash
label.visual->RemoveGeometries();
scene->RootVisual()->RemoveChild(label.visual);
label.visual.reset();
}@iche033 Is this expected behavior or rather a bug in the visual ? |
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🎉 New feature
Closes #1264
Summary
Fully vibe coded port of the ogre 1 text support.
Backport Policy
Test it
You will need some plugin etc to test and verify this.
The text_TEST more or less only test if it is not crashing,
but not the actual rendering.
Checklist
codecheckpassed (See contributing)Generated-by: GLM-5.2 SWE-1.6 Claude Opus 4.8
Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining
Signed-off-byandGenerated-bymessages.Backports: If this is a backport, please use Rebase and Merge instead.