Hi all,

I've been working on a project that is essentially a 2D game drawn on a 
curved 3D surface. I have be able to draw to a texture and then render the 
3D surface with that texture bound. Blitting directly into a texture is too 
inefficient and doesn't allow basically any of pyglet's graphical 
functionality.

 The solution I have right now is to create two windows, a primary and a 
secondary. I render the 2D game in the secondary window, then bind a 
texture, call glCopyTexImage2D to copy the buffer from the secondary window 
into the texture, then switch to the primary window and render the mesh 
with this texture.

This works fine for a visible secondary window. If I make it invisible, the 
texture becomes misaligned with the secondary window and creates artifacts 
(this is Windows 10 64 bit pyglet 1.2.4). Also, it seems unnecessary to 
have all the functionality of a second window when I just use it for the 
buffer. Is there a simpler way to get pyglet to just make a frame buffer 
that I can set as active for the 2D rendering, then switch to the window 
for 3D?

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