The answer to all your questions is yes, although multi sampling a
framebuffer requires a reasonably recent GPU.

I don't have a good reference handy for pyglet that describes framebuffer
objects.
On Tue, Sep 1, 2015 at 14:22, DavidA <[email protected]> wrote:

>
>
> On Wednesday, September 2, 2015 at 1:44:52 AM UTC+12, swiftcoder wrote:
>>
>> You don't need a separate context for this, you just need a framebuffer
>> object rendering to a texture.
>>
>> On a relatively modern video card, you should be able to create a 16k*16k
>> texture and render it via framebuffer.
>
>
> Hi, thanks for your reply. I'm interested in this approach and I have a
> few questions:
>
> 1. can pyglet sprites render to the framebuffer associated with this
> texture?
> 2. can the framebuffer be multisampled?
> 3. can blits be alpha blended?
> 4. can the texture be extracted from the GPU and written to disk?
>
> I'm fairly new to this side of things, but if you think this is a good way
> to go I'm happy to pursue it. Are you aware of any relevant example code I
> can look at?
>
> On the other hand, I was able to create a secondary context (actually a
> second window) within my Window subclass and use Window.switch_to() in my
> on_draw function to redirect rendering to this new context, then retrieve
> the color buffer and write it to disk. This does seem to support everything
> I need, but it is probably wasteful in resources.
>
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