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-rw-r--r--scene/resources/primitive_meshes.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 64982650e0..36c8a9b435 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -2339,18 +2339,18 @@ void TextMesh::_generate_glyph_mesh_data(uint32_t p_hash, const Glyph &p_gl) con
//Decompose and triangulate.
List<TPPLPoly> out_poly;
if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) {
- ERR_FAIL_MSG("Convex decomposing failed!");
+ ERR_FAIL_MSG("Convex decomposing failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh.");
}
List<TPPLPoly> out_tris;
for (List<TPPLPoly>::Element *I = out_poly.front(); I; I = I->next()) {
if (tpart.Triangulate_OPT(&(I->get()), &out_tris) == 0) {
- ERR_FAIL_MSG("Triangulation failed!");
+ ERR_FAIL_MSG("Triangulation failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh.");
}
}
for (List<TPPLPoly>::Element *I = out_tris.front(); I; I = I->next()) {
TPPLPoly &tp = I->get();
- ERR_FAIL_COND(tp.GetNumPoints() != 3); // Trianges only.
+ ERR_FAIL_COND(tp.GetNumPoints() != 3); // Triangles only.
for (int i = 0; i < 3; i++) {
gl_data.triangles.push_back(Vector2(tp.GetPoint(i).x, tp.GetPoint(i).y));