On 6/23/06, Daniel Sperka <[EMAIL PROTECTED]> wrote:
> I see. Sorry I missed that. I certainly didn't mean to complain that
> something was out of spec. Just hoping that this feature worked - ahh
> had more than a range of min=1 and max=1. Yes that's fully compliant,
> I'll shut up.
>
> In my case I need glPointSize because I want to draw dots on a plane so
> that their size doesn't vary with distance from the camera. It may sound
> silly to want to do this, but the application is used in a neuroscience
> context, and we want to eliminate depth cues due to perspective (without
> using an orthographic view). Polygons, if I go that route, will be
> smaller on the horizon than they are when they're close to the camera.
> Textures have the same problem, I think. Points are perfect for this
> however. They're rectangular glPointSize() x glPointSize() things
> regardless of where in the scene they're drawn. If there's another way
> to accomplish this I'd love to hear it - the ATI drivers have their own
> issues.

You could do this with polygon and orthographic view, remember opengl
is a state machine. Thus when you want to render this dot, save view
transformation switch to orthographic then draw, restore view transformation.

It better doing and making no assumption on glPointSize as you might
once and again find other implementation with min & max value = 1.

best,
Jerome Glisse

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