Once you have drawn everything that does not change to buffer, you can save everything in the buffer as single image data object like so:
from pyglet import image my_background = image.get_buffer_manager().get_color_buffer().image_data #draw the background my_background.blit(0,0) I've also found that if you've been using gl to draw your objects, it's important to reset the glColor3f to white before blitting. This is because glColor3f seems to serve as a general color filter of what to draw to screen, and (1,1,1) designates that all channels may be drawn. On Jan 1, 10:46 pm, "Richard Jones" <[EMAIL PROTECTED]> wrote: > I've not been paying close attention to this thread so I might be > off-topic... but there's some render-to-texture code in the wydget code in > pyglet's SVN repos. Look in pyglet/contrib/wydget/wydget/util.py for > renderToTexture. It's pretty specific to wydget's use-case (which was about > rendering text, oddly enough) but you might be able to use it for something. > > I stopped using render-to-texture in wydget because it was fiddly and didn't > really give enough speed benefit over just calling the text draw() method > for the additional complexity. > > Richard --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
