I'm developing a simple application that allows the user to edit an array 
of "tiles" (think floor tiles), which are represented as a number of 
sprites. The application opens a window and allows the user to move the 
"tiles" around until they are happy with the design. The overall "floor" is 
quite large, so the application may only show part of the floor at any one 
time.

What I'd like to do is, upon a request by the user, render the *entire* 
"floor" to a file.

I have a method using pyglet.image.get_buffer_manager().get_color_buffer() 
for saving the framebuffer to a file, so that's working well. However what 
I'd like to do is render the "floor" to a second GL context, of the full 
floor size (which is large, say, 10,000 x 5,000 pixels). I have something 
working using this:

        screen = 
pyglet.window.get_platform().get_default_display().get_default_screen()
        template = pyglet.gl.Config(double_buffer=True, sample_buffers=1, 
samples=4)
        config = self.screen.get_best_config(template)
        context = self.config.create_context(None)
        window = pyglet.window.Window(context=context, visible=False)

This gives me a "window" that I can draw to and save, however it is 
separate from my main application window, so it does not have the "tile" 
graphic resources loaded.

I'm open to suggestions for alternative ways to do this, but until then I 
think what I want to do is somehow create a second context that shares GL 
resources with my main window+context. However I don't understand how this 
is handled, because it's not obvious to me how a particular context is 
chosen as a drawing target.

Is it feasible for one subclassed window class to have these two contexts, 
and share resources between them?



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