I was previously using NSImage References for all my sprites, which made it relatively easy to draw semi-transparent images, using
[myImage drawInRect:dest fromrect:src operation
p fraction
1.0 - transparency)]
However, I'm currently in the process of porting my game to Quartz, and I'm using the operation
CGContextDrawImage( myContext,
myRectToDrawIn,
myImgSource);
I have a feeling drawing semi-transparently has something to do with CGSetRGBFillColor, but I'm not completely sure. Transparency is very important in my graphics engine, so... I'm kind of crippled in development before I figure this out.
[myImage drawInRect:dest fromrect:src operation
However, I'm currently in the process of porting my game to Quartz, and I'm using the operation
CGContextDrawImage( myContext,
myRectToDrawIn,
myImgSource);
I have a feeling drawing semi-transparently has something to do with CGSetRGBFillColor, but I'm not completely sure. Transparency is very important in my graphics engine, so... I'm kind of crippled in development before I figure this out.