To answer your actual question, when textures are scaled it happens
inside the GPU at runtime (With filtering).  There is no
scale-then-blit procedure.  You have to render to texture then read
the pixels back off of the gpu (an expensive round trip if all you
want to do is scale a 2d sprite).  Like Juan said, use a library
intended for the job like PIL (Or pillow if you want a library not
dead with python 3 support)

On Fri, Apr 18, 2014 at 4:17 AM, "Juan J. Martínez" <[email protected]> wrote:
> On 18/04/14 09:13, Gerald Thibault wrote:
>> [...]
>> This correctly scales the image to 48x64 and draws it to the window. How
>> do I get the raw pixel data that was drawn to the window? I've been
>> googling this for hours and have been unable to find a solution. I'm not
>> even interested in drawing to the window, or using the sprite class at
>> all, but I was unable to find any examples at all of how to upscale an
>> image with independent scale values for x and y. This is the closest
>> I've been able to get to an expected end result, but I can only get it
>> in the window, I have no idea how to get those pixel values. Did I miss
>> something glaringly obvious in the docs? All I want to do is scale an
>> image and get the pixel data, I don't want to draw anything to the
>> window (or have any window at all).
>
> Do you need pyglet at all? Why don't you use PIL* directly?
>
>  -
> http://pillow.readthedocs.org/en/latest/reference/Image.html#PIL.Image.Image.resize
>  -
> http://pillow.readthedocs.org/en/latest/reference/Image.html#PIL.Image.Image.getdata
>
> Regards,
>
> Juan
>
> * Pillow instead
>
> --
> jjm's home: http://www.usebox.net/jjm/
> blackshell: http://blackshell.usebox.net/
>
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