This method worked, thanks! 

On a side note, I tried to do multiple viewports using glViewport, but for 
some reason the whole window defaults to the second viewport even if I set 
another viewport right after. Not sure what I am missing on that one.

On Wednesday, November 1, 2017 at 3:44:21 AM UTC-5, Benjamin Moran wrote:
>
> I can think of a hacky way to do it that might work, but would be a bit 
> wasteful. 
> Maybe you can save the current window buffer, and then use gltranslate to 
> move the view, and take another screenshot.
> All of these images could then be saved to one big texture, which you can 
> save out as a single png.
> You would need to force a screen redraw in between each translate. 
>
> I have no idea if that would work, but maybe! 
>
>
>
> On Wednesday, November 1, 2017 at 2:16:32 AM UTC+9, Charles wrote:
>>
>> Yeah I figured that was the case with the culling.
>>
>> I am trying to get a screenshot with a 1:1 ratio, kind of like a level 
>> editor can save a shot, but without zoom so I don't lose quality and 
>> detail. I've tried messing with viewport and projection settings, but seems 
>> the GL buffer still can't go outside that. The screenshot produced shows 
>> the correct dimensions of the viewport, but only the window part has 
>> anything on it, the rest ends up black.
>>
>> On Sunday, October 29, 2017 at 4:59:18 AM UTC-5, Benjamin Moran wrote:
>>>
>>> Hi Charles,
>>>
>>> I don't think there are any GL buffers that would normally have this 
>>> image data, because the GPU would cull this off-screen data from the final 
>>> fragment rasterization. 
>>>
>>> Are you trying to just capture the data to save a screen shot, or do a 
>>> mini map type effect? 
>>>
>>> I would guess that most level editors simply render the scene twice. The 
>>> main view, and a second view with different viewport and projection 
>>> settings. That would be zoomed out in this case. 
>>>
>>>
>

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