avoid the creation of empty text

Change-Id: If1be3f50ed4ceac40b513b341f411fc2d2533f7f
diff --git a/chart2/source/view/charttypes/GL3DBarChart.cxx b/chart2/source/view/charttypes/GL3DBarChart.cxx
index 5b0c764..cbec5c3 100644
--- a/chart2/source/view/charttypes/GL3DBarChart.cxx
+++ b/chart2/source/view/charttypes/GL3DBarChart.cxx
@@ -99,15 +99,18 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
            DataSeriesHelper::getDataSeriesLabel(
                rDataSeries.getModel(), mxChartType->getRoleOfSequenceForSeriesLabel());

        maShapes.push_back(new opengl3D::Text(mpRenderer.get(), aSeriesName, nId++));
        opengl3D::Text* p = static_cast<opengl3D::Text*>(&maShapes.back());
        glm::vec3 aTopLeft, aTopRight, aBottomRight;
        aTopLeft.x = calculateTextWidth(aSeriesName) * -1.0;
        aTopLeft.y = nYPos;
        aTopRight.y = nYPos;
        aBottomRight = aTopRight;
        aBottomRight.y += TEXT_HEIGHT;
        p->setPosition(aTopLeft, aTopRight, aBottomRight);
        if(!aSeriesName.isEmpty())
        {
            maShapes.push_back(new opengl3D::Text(mpRenderer.get(), aSeriesName, nId++));
            opengl3D::Text* p = static_cast<opengl3D::Text*>(&maShapes.back());
            glm::vec3 aTopLeft, aTopRight, aBottomRight;
            aTopLeft.x = calculateTextWidth(aSeriesName) * -1.0;
            aTopLeft.y = nYPos;
            aTopRight.y = nYPos;
            aBottomRight = aTopRight;
            aBottomRight.y += TEXT_HEIGHT;
            p->setPosition(aTopLeft, aTopRight, aBottomRight);
        }

        sal_Int32 nColor = aSeriesColor[nSeriesIndex % SAL_N_ELEMENTS(aSeriesColor)].GetColor();
        for(sal_Int32 nIndex = 0; nIndex < nPointCount; ++nIndex)
@@ -172,6 +175,9 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer
    uno::Sequence<OUString> aCats = rCatProvider.getSimpleCategories();
    for (sal_Int32 i = 0; i < aCats.getLength(); ++i)
    {
        if(aCats[i].isEmpty())
            continue;

        float nXPos = i * (nBarSizeX + nBarDistanceX);

        maShapes.push_back(new opengl3D::Text(mpRenderer.get(), aCats[i], nId++));