return;
}
+ // Figure out how large the texture needs to be.
+ {
+ QImage img(overlay_width, overlay_height, QImage::Format_Grayscale8);
+ QPainter painter(&img);
+ QFont font = painter.font();
+ font.setPointSize(12);
+ QFontMetrics metrics(font);
+ overlay_base_width = lrint(metrics.boundingRect(QString::fromStdString(text)).width() + 8.0);
+ overlay_base_height = lrint(metrics.height());
+ }
+
float dpr = QGuiApplication::primaryScreen()->devicePixelRatio();
overlay_width = lrint(overlay_base_width * dpr);
overlay_height = lrint(overlay_base_height * dpr);
+ // Work around OpenGL alignment issues.
+ while (overlay_width % 4 != 0) ++overlay_width;
+
+ // Now do the actual drawing.
overlay_image.reset(new QImage(overlay_width, overlay_height, QImage::Format_Grayscale8));
overlay_image->setDevicePixelRatio(dpr);
overlay_image->fill(0);