In my game, I am trying to create a glfw window with no depth buffer, stencil buffer or alpha buffer, because all I want it to do is render a 2D image to the screen, the result of a previous framebuffer.
So I use the following initialization code:
glfwDefaultWindowHints();
glfwWindowHint(GLFW_DEPTH_BITS, 0);
glfwWindowHint(GLFW_STENCIL_BITS, 0);
glfwWindowHint(GLFW_ALPHA_BITS, 0);
However, when I create my window and call glGetInteger(GL_ALPHA_BITS)
, It returns 8. The Depth bits and stencil bits are 0 however.
My question is, when I specify a 'hint' using glfwWindowHint()
, is it a recommendation for how the window should be created or something that must be.
Yes, it is a recommendation. But having more alpha bits is not a problem, since alpha blending can be enabled and disabled with glEnable(GL_BLEND)/glDisable(GL_BLEND)