How can I modify the alpha channel size through the CAEAGLLayer class (or whatever else I could do it with) used to set up the rendering for a opengl es iphone project?
Another way to put it; how do I accomplish what this CGL code does to set pixel format attributes (CGLChoosePixelFormat)?
Using CGLChoosePixelFormat() you can pass in properties such as kCGLPFASampleAlpha and kCGLPFAAlphaSize. How do I get to specify these starting from a standard opengl es iphone project (which I'm not sure if it can use CGL functions).
If it helps I have an old opengl GLUT project that called:
GLUTInitDisplay(GLUT_DOUBLE | .... | GLUT_ALPHA)
or it might have been GLUTInitDisplayMode... not sure.
Where the GLUT_ALPHA accomplished what I needed...
Sorry for the long post, any help is very much appreciated!
Another way to put it; how do I accomplish what this CGL code does to set pixel format attributes (CGLChoosePixelFormat)?
CGLPixelFormatAttribute attribs[] = { kCGLPFADoubleBuffer,
kCGLPFAFullScreen,
kCGLPFADisplayMask,
CGDisplayIDToOpenGLDisplayMask(kCGDirectMainDisplay),
NULL
}; // 2
CGLPixelFormatObj pixelFormatObj;
long numPixelFormats ;
CGLChoosePixelFormat( attribs, &pixelFormatObj, &numPixelFormats );
Using CGLChoosePixelFormat() you can pass in properties such as kCGLPFASampleAlpha and kCGLPFAAlphaSize. How do I get to specify these starting from a standard opengl es iphone project (which I'm not sure if it can use CGL functions).
If it helps I have an old opengl GLUT project that called:
GLUTInitDisplay(GLUT_DOUBLE | .... | GLUT_ALPHA)
or it might have been GLUTInitDisplayMode... not sure.
Where the GLUT_ALPHA accomplished what I needed...
Sorry for the long post, any help is very much appreciated!