If we manage to draw a pyglet texture using an homemade shader, in a pyglet window like arcade does,
the next step toward personal pyrogen package will be done
It is important to be able to create a window, to use the viewport (auto scale), to toggle between fullscreen and windowed mode, to load a bitmap (RGBA) texture into the gpu and to blit the texture according to the viewport position, and sprite position
The buffer used for blitting must be 4 channel in order to keep alpha all along the way until the end
At last, we have to merge the buffer with the background color (if not already done in pyglet)
If we manage to draw a pyglet texture using an homemade shader, in a pyglet window like arcade does,
the next step toward personal pyrogen package will be done
It is important to be able to create a window, to use the viewport (auto scale), to toggle between fullscreen and windowed mode, to load a bitmap (RGBA) texture into the gpu and to blit the texture according to the viewport position, and sprite position
The buffer used for blitting must be 4 channel in order to keep alpha all along the way until the end
At last, we have to merge the buffer with the background color (if not already done in pyglet)