Matthias Hopf wrote:
> On Jun 23, 06 19:59:58 +0100, Keith Whitwell wrote:
> 
>>>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.
> 
> 
> Thinking about that, does Mesa support point sprites at all? If it does
> (with point sizes > 1, otherwise it doesn't make sense), you can emulate
> antialiased points by loading an antialiased filled circle into a GL_ALPHA
> texture and using this texture for point sprites.

Core Mesa supports points sprites of arbitrary size.

It seems like it shouldn't be hard to write a re-usable driver routine 
to generate textured quads to render large/smoothed/sprite points in 
the hardware drivers.

-Brian


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