class_docstr: Visual that displays text
  
  Parameters
  ----------
  text : str | list of str
      Text to display. Can also be a list of strings.
      Note: support for list of str might be removed soon
      in favor of text collections.
  color : instance of Color
      Color to use.
  bold : bool
      Bold face.
  italic : bool
      Italic face.
  face : str
      Font face to use.
  font_size : float
      Point size to use.
  pos : tuple | list of tuple
      Position (x, y) or (x, y, z) of the text.
      Can also be a list of tuple if `text` is a list.
  rotation : float
      Rotation (in degrees) of the text clockwise.
  anchor_x : str
      Horizontal text anchor.
  anchor_y : str
      Vertical text anchor.
  method : str
      Rendering method for text characters. Either 'cpu' (default) or
      'gpu'. The 'cpu' method should perform better on remote backends.
      The 'gpu' method should produce higher quality results.
  font_manager : object | None
      Font manager to use (can be shared if the GLContext is shared).
  depth_test : bool
      Whether to apply depth testing. Default False. If False, the text
      behaves like an overlay that does not get hidden behind other
      visuals in the scene.
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code: def color(self, color):
      self._color = ColorArray(color)
      self._color_changed = True
      self.update()
  
imports: from __future__ import division
  import numpy
  from copy import deepcopy
  import sys
  from ._sdf_gpu import SDFRendererGPU
  from ._sdf_cpu import _calc_distance_field
  from ...gloo import TextureAtlas, IndexBuffer, VertexBuffer
  from ...gloo import context
  from ...gloo.wrappers import _check_valid
  from ...util.fonts import _load_glyph
  from ..transforms import STTransform
  from ...color import ColorArray
  from ..visual import Visual
  from ...io import load_spatial_filters
label_desc: Use image node_id 9 for calling the TextVisual obj's underlying member method code with example usage: obj.color(color) without return types