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? -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
