I remember having the same issue a few years ago (drawText() is REALLY small
^^), and I couldn't find any solution. I ended up writing my text using openGL
instead of maya.
something like
void yourLoc::vBitmapOutput(int x, int y, char *string, void *font){
int len;
glRasterPos2f(x,y) // position of the first char of the chain
len = (int) strlen(string) // get the length of the chain
// display each element of the string
for (unsigned int i(0); i<len; i++)
glutBitmapCharacter(font, string[i]);
Then in the maya method :
vBitmapOutput(0,0,(char*)textValue.asChar(),GLUT_BITMAP_HELVETICA_18); // or
any other font, of another size (18 is the size, in my case).
One last thing : I don't know anything about openGL ; this works, but it's
probably not the cleanest way
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