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. > > > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
