Hi all,

Just wanted to say that I recently started fooling around with Pyglet
and Cocos, and I really like it!  I really like how lightweight it is
compared to Pygame, which I also tried out when I decided to try
making a simple 2D game.  Anyway, since Pyglet doesn't let you change
the screen resolution when running full screen, I'm trying to find a
way to simulate the effect of rendering a low resolution pixel-art
style game.  There's a FAQ post on the Pyglet board about it here:

http://groups.google.com/group/pyglet-users/web/issues-with-full-screen-resolution

The example they provide about how to render to a fixed resolution is
cool, but I'm having trouble integrating something like this with
Cocos.  I basically overrided the on_draw event handler in the
director to wrap the original one between the begin() and end()
functions of the viewport, and that seems to work, but my issue now is
that the ScrollingManager with my scrolling tile layer still thinks
it's rendering in the normal (relatively giant) screen size and it
doesn't scroll properly.  Is there a better way to get this effect in
Cocos at all?

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