As the Microsoft OpenGL software renderer doesn't support destination alpha you can't directly get a transparent background (i.e. alpha 0) with some objects (alpha 255) on it. However you can do the following:
- fill backbuffer with alpha 255 (with memset or something)
- draw normally but skip backbuffer clearing glClear( GL_COLOR_BUFFER_BIT);
- as drawn primitives will get destination alpha 0, toggle alpha for the entire backbuffer
You may wonder why I use OpenGL software rendering - I use it for offscreen rendering as fallback when pbuffers are not supported.