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Using OpenGL with a compositing window



I'm desperately trying to figure out how to render a scene in OpenGL where back-buffer's alpha values are kept intact so that I can use it with a compositing window for a borderless effect.

There is sample code called "BoingX" which does exactly this, but I cannot figure out if there is any equivalent way to do this in Carbon. I have created a compositing window which works correctly with the alpha values of anything that I draw into it using Core Graphics calls. But if I assign an OpenGL draw context to the window and render into it, the entire window goes opaque because it is ignoring the OpenGL's backbuffer's alpha. I am setting glClearColor () to have a small alpha, but no difference, and in aglCreateContext () I do specify an alpha: "AGL_ALPHA_SIZE, 8"

I think part of the problem is that I'm assigning the window as the AGL drawable, and for the compositing to work I would have to assign it to the HIViewRef, but that doesn't seem to be possible from Carbon. So, does anyone know how to do this in Carbon?

Thanks,

-Brian


__________________________________________________________ Brian Greenstone President & CEO email@hidden Pangea Software, Inc. http://www.pangeasoft.net 12405 John Simpson Ct. voice/fax: (512)266-9991 Austin, TX 78732 __________________________________________________________




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