i'm trying to draw into a context that is bigger than my screen. my
final goal is to get pictures of like 4000*3000px, and my screen is at
most 1440*900.
it doesn't work with setting a size bigger than my resolution, as the
part offscreen isn't draw, ie not saved in the picture a save.

i've found this link (
http://pyglet.googlecode.com/svn/trunk/examples/fixed_resolution.py ),
but it seems to be meant to achieve the opposite i want (enlarged
texture), and the way it's coded doesn't help me much (although i may
not have well understood it).

i've found that i can use pyglet.image.Texture to manipulate data that
isn't the window's size, but i'm not sure i understood it well.

here's my "screenshot" method:

def save(self,filename):
        texture=pyglet.image.Texture.create(1600,1200,rectangle=True)
        
src=pyglet.image.get_buffer_manager().get_color_buffer().get_texture().image_data
        texture.blit_into(src,0,0,0)
        texture.save(filename)

the problem is that the output picture has the window resolution, not
the texture's one. i need something to stretch up while
'blit_into-ing', but can't find it in the doc.
anything i missed ?

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