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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"?
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| >QDBeginCGContext, OffscreenGWorlds, and Alpha channels (From: "R. Scott Thompson" <email@hidden>) |
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