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QDBeginCGContext, OffscreenGWorlds, and Alpha channels



The documentation for QDBeginCGContext contains the sentence:

"When using Quartz 2D to draw in a offscreen graphics world, alpha information is always ignored"

Obviously the computer doesn't ignore ALL alpha information. When I draw into a 32 bit offscreen GWorld, translucent graphics draw translucently, edges are antialiased, and all manner of lovely effects I commonly associate with alpha compositing occur.

Which alpha information will Quartz 2D "always ignore"?

Scott
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