I have a rather old Mac software which has an OpenGL subview within it, and uses cocos2d (originally using v2.1) to draw into that subview. Supporting this very old version of cocos2d in this software has become infeasible, so I'm upgrading it to use the latest v3.4.9. Of course the way to initialize cocos2d has changed drastically, so I need some advise on how to do it.
When using cocos2d v2.1, initializing the library to draw into that OpenGL subview was relatively simple:
1) In the main() function, before anything, I made a "[CCGLView load_];" call. (I have no recollection of how I ended up doing that or why it's necessary, if it's necessary at all. Anyway, it's there, and it obviously is obsolete because there is no such method in CCGLView anymore.)
2) In Interface Builder I created an instance of CCGLView at the desired location within the application window, and connected it to a property in the app delegate.
3) In the app delegate, I simply assigned the CCGLView instance to the 'view' property of CCDirector.sharedDirector, and then made a "runWithScene:" call.
This worked marvelously with cocos2d v2.1. It obviously doesn't work with v3.4.9. Thus I'm asking advise on how to get it to work with this latest version.