I may have found something that could work for you. Modifying the glyph's 
might be the key. For example, the below code is used to disable smooth 
scaling on text labels. These are the same GL calls that are used to do 
this to a sprite's texture, so it's worth a try. 

test_label = pyglet.text.Label("Text Test", font_size=88, x=5, y=5)
for g in test_label._get_glyphs():
    glTexParameteri(g.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameteri(g.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)


I havn't checked into it, but there is a good chance that this would have 
to be done if the label's text attribute is changed. I would imagine new 
glyphs would be generated. Hope this helps. 

-Ben



On Sunday, December 6, 2015 at 6:31:07 PM UTC+9, Benjamin Moran wrote:
>
> I'm not very familiar with the pyglet.text module, but when I last played 
> around with it I did notice that there were "glyphs" created. Creating a 
> text string produced one glyph per character of text in the string. I was 
> able to blit them like textures, but they showed up as simple white squares 
> - not fully formed text. Perhaps they are only a part of what becomes the 
> final texture. 
>
> Rendering text seems like a reasonably complex topic, so I'm sure it would 
> take a bit of digging to fully understand. I think in the end though, it 
> all must end up as a texture before it hits the screen, so it must be 
> possible to do what you want. 
>
>

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