QImage QPixmap etc. require data to be allocated before drawing can begin. Using the default constructor of QImage does not allocate any memory, so image.isNull() == true . So when you call QPainter::begin() (probably indirectly by creating one with the QImage as the paint device) it can't draw into any memory because it isn't there.
Alternatively, you can draw on a QGraphicsScene which will expand automatically as you add items on it, then save only the painted area given by QGraphicsScene::itemsBoundingRect().
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