+ glColor3ub (255, 255, 255);
+ }
+
+ if (!_viewer->pad_black() && out_size.height < canvas_size.GetHeight()) {
+ glColor3ub (240, 240, 240);
+ int const gap = (canvas_size.GetHeight() - out_size.height) / 2;
+ glBegin (GL_QUADS);
+ glVertex2f (0, 0);
+ glVertex2f (canvas_size.GetWidth(), 0);
+ glVertex2f (canvas_size.GetWidth(), gap);
+ glVertex2f (0, gap);
+ glEnd ();
+ glBegin (GL_QUADS);
+ glVertex2f (0, gap + out_size.height + 1);
+ glVertex2f (canvas_size.GetWidth(), gap + out_size.height + 1);
+ glVertex2f (canvas_size.GetWidth(), 2 * gap + out_size.height + 2);
+ glVertex2f (0, 2 * gap + out_size.height + 2);
+ glEnd ();
+ glColor3ub (255, 255, 255);
+ }
+
+ if (_viewer->outline_content()) {
+ glColor3ub (255, 0, 0);
+ glBegin (GL_LINE_LOOP);
+ glVertex2f (inter_position.x, inter_position.y + (canvas_size.GetHeight() - out_size.height) / 2);
+ glVertex2f (inter_position.x + inter_size.width, inter_position.y + (canvas_size.GetHeight() - out_size.height) / 2);
+ glVertex2f (inter_position.x + inter_size.width, inter_position.y + (canvas_size.GetHeight() - out_size.height) / 2 + inter_size.height);
+ glVertex2f (inter_position.x, inter_position.y + (canvas_size.GetHeight() - out_size.height) / 2 + inter_size.height);
+ glEnd ();
+ glColor3ub (255, 255, 255);