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Jerome Glisse wrote:
> 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.

Ouch!  That sounds even more painful (and slower!) than adding code to
the driver to emulate large points.

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

Better for whom???

The egg on our face is that, AFAIK, Mesa based drivers are the *only*
drivers that don't support this functionality.  That app developers
expect it to be there isn't surprising.
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