On Fri, 23 Jun 2006 19:59:58 +0100
Keith Whitwell <[EMAIL PROTECTED]> wrote:

> Ian Romanick wrote:
> 
> >> 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.
> 
> I guess I was the one who introduced the behaviour in the first
> place. While it does make the driver pass a few conformance tests, in
> general nobody likes the behaviour...  I think we'd be better off
> with a not-fully-conformant wide point emulation, ideally one
> abstracted slightly above the driver level, so that at least we're
> making an attempt to do the expected thing.
> 
> Given that we already turn triangles into points and lines for the 
> unfilled polygon case, it shouldn't be too hard to hack together the 
> reverse for wide points.

Just wondering but do point sizes in vertex format or from vertex programs work?


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