Tweak TextMesh decomposition error message to mention self-intersecting lines
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1 changed files with 3 additions and 3 deletions
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@ -1793,18 +1793,18 @@ void TextMesh::_generate_glyph_mesh_data(uint32_t p_utf32_char, const Ref<Font>
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//Decompose and triangulate.
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List<TriangulatorPoly> out_poly;
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if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) {
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ERR_FAIL_MSG("Convex decomposing failed!");
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ERR_FAIL_MSG("Convex decomposing failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh.");
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}
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List<TriangulatorPoly> out_tris;
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for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
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if (tpart.Triangulate_OPT(&(I->get()), &out_tris) == 0) {
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ERR_FAIL_MSG("Triangulation failed!");
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ERR_FAIL_MSG("Triangulation failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh.");
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}
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}
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for (List<TriangulatorPoly>::Element *I = out_tris.front(); I; I = I->next()) {
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TriangulatorPoly &tp = I->get();
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ERR_FAIL_COND(tp.GetNumPoints() != 3); // Trianges only.
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ERR_FAIL_COND(tp.GetNumPoints() != 3); // Triangles only.
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for (int i = 0; i < 3; i++) {
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gl_data.triangles.push_back(Vector2(tp.GetPoint(i).x, tp.GetPoint(i).y));
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