ok thanks. i'll have a look at cocos2d then, and post back if i find anything.
bye

On Sat, Nov 29, 2008 at 12:12 AM, Alex Holkner <[EMAIL PROTECTED]> wrote
>
> On Sat, Nov 29, 2008 at 9:48 AM, val <[EMAIL PROTECTED]> wrote:
>>
>> 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.
>
> In general OpenGL isn't suitable for this sort of work -- it's
> designed for real-time (on-screen) compositing.  There are some GPU
> Gems articles around that describe how to composite into massive
> images by dividing the final image into a series of 1024x1024 "tiles"
> and rendering each one separately.  The final stitching of the tiles
> must be done in software though (e.g., you could use PIL).
>
>> 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).
>
> Not really a relevant example for your problem.
>
>> 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.
>
> You can't stretch with blit_into, as it's just a data copy operation.
> You need to have something you can composite into in order to scale
> with OpenGL, such as a framebuffer.  Since on-screen framebuffers are
> (more or less) limited to your screen resolution, you'll need a
> texture framebuffer (FBO with texture attachment).  pyglet doesn't
> have any support for this, you'll need to delve into the OpenGL calls
> yourself.  I believe the cocos2d people use FBOs in this way, there's
> probably some sample code there.
>
> Alex.
>
> >
>

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