Do not cache invisible text objects
In some cases, extremely long, invisible texts can fill and crash opengl buffers
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@ -2042,7 +2042,7 @@ void PCB_PAINTER::draw( const PCB_TEXT* aText, int aLayer )
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{
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{
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wxString resolvedText( aText->GetShownText( true ) );
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wxString resolvedText( aText->GetShownText( true ) );
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if( resolvedText.Length() == 0 )
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if( resolvedText.Length() == 0 || !aText->GetAttributes().m_Visible )
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return;
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return;
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if( aLayer == LAYER_LOCKED_ITEM_SHADOW ) // happens only if locked
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if( aLayer == LAYER_LOCKED_ITEM_SHADOW ) // happens only if locked
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