Asked around in the official discord server for information, as I tried to reproduce the issue myself with some code, and this is what I used to test it:
import math
from pyglet import *
from pyglet.gl import *
key = pyglet.window.key
class main(pyglet.window.Window):
def __init__ (self, width=800, height=600, fps=False, *args, **kwargs):
super(main, self).__init__(width, height, *args, **kwargs)
self.x, self.y = 0, 0
self.keys = {}
verts = []
for i in range(30):
angle = math.radians(float(i)/30 * 360.0)
x = 100*math.cos(angle) + 300
y = 100*math.sin(angle) + 200
verts += [x,y]
self.pixel_ratio = 100
self.circle = pyglet.graphics.vertex_list(30, ('v2f', verts))
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def on_key_release(self, symbol, modifiers):
try:
del self.keys[symbol]
except:
pass
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE: # [ESC]
self.alive = 0
self.keys[symbol] = True
def render(self):
self.clear()
glClear(pyglet.gl.GL_COLOR_BUFFER_BIT)
glColor3f(1,1,0)
self.circle.draw(GL_LINE_LOOP)
self.flip()
def run(self):
while self.alive == 1:
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
if __name__ == '__main__':
x = main()
x.run()
Not that the code mattered heh, since the variable pixel_ratio
is just, and I quote: "indicating that the actual number of pixels in the window is larger than the size of the Window created."
This is something OSX does to cope with the high DPI, using this information you should be able to scale your graphics accordingly. Window.get_framebuffer_size()
will show you the difference in requested Window size and Framebuffer size, if any.
So your only way to actually scale up, would be to use glScale
or if you're using sprites you can use Sprite.scale
to scale the image-data. If you're using 2D graphics I'd go with the sprite option as it's pretty easy to work with.