JUCE8 rotated Font-rendering bug with OpenGL (fixed)

This is checked with the latest tip from debug branch, Windows 11, High DPI

When an OpenGL context is attached, the rotated Label uses a bigger font.
Direct2D renderer works correctly

class MainComponent : public juce::Component
{
public:
    juce::Label nonrotated{ "", "Non-Rotated" };
    juce::Label rotated{ "", "Rotated" };

    MainComponent()
    {
        setSize (600, 400);

        glContext.attachTo (*this);

        addAndMakeVisible (&rotated);
        addAndMakeVisible (&nonrotated);
    }

    ~MainComponent() override {}

    //==============================================================================
    void paint (juce::Graphics& g) override { g.fillAll (juce::Colours::green); }
    void resized() override
    {
        rotated.setBounds (100, 100, 100, 100);

        nonrotated.setBounds (100, 100, 100, 100);

        rotated.setTransform (
            juce::AffineTransform().rotated (juce::MathConstants<float>::pi * -0.5f, float (rotated.getX()), float (rotated.getY() + rotated.getHeight() / 2)));
       
    };

     juce::OpenGLContext glContext;

private:
    JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MainComponent)
};



With OpenGL attached:

Without OpenGL attached:

Update: This problem has been solved in juce.