Check out the example here: 
https://bitbucket.org/pyglet/pyglet/src/4ea4845eb7b65fec555e790d10f5e8f1b1864f43/examples/fixed_resolution.py
There could be some bits in there that help you, such as using the buffer 
manager. 



On Sunday, October 2, 2016 at 10:46:34 AM UTC+9, Josh wrote:
>
> 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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