On Mon, Jan 5, 2009 at 6:21 AM, Stéfan van der Walt <[email protected]>wrote:
>
> 1) How do I implement offscreen rendering?  It seems like Framebuffer
> Objects provide the best cross-"platform" solution, but Pyglet does
> not explicitly provide an API to access those.

Although pyglet does not wrap frame buffer objects, you can manage them
yourself, as pyglet's opengl wrapper does expose the necessary extensions.

However, frame buffer objects still need a valid opengl context to operate
(as do all opengl features). Your best bet would be to create a window with
visible=False, and leave it invisible while rendering into your FBO. I can't
guarantee this to work, as I haven't tried it, but the theory is sound.

2) How do I render a single frame and grab it (instead of rendering 60
> fps until I'm reasonably sure the computation is done).

 Don't use app.run(), or any other typical pyglet run loop, instead manually
clear, draw and flip the window.

3) Are double-precision buffers available, or can I only do
> single-precision fixed-point processing in GLSL?

Only single precision is available on the GPU (and sometimes less than the
full 32-bits on elderly models).

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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