> Anyway, for the basic display, the transform works...

Hooray for shaders!

> But I have an implementation bug or short coming. I am not using a
> fragment program. ... Is there something I can do to fix this
> problem?

Use a fragment shader :) Seriously, if you've managed to get your head 
around the vertex shader, a simple fragment shader should be trivial. If 
you're just colouring points, then you only need to pass in an RGB value 
to the vertex, and that gets passed through to the fragment shader; it's 
exactly the same as passing in any other data, shaders can cope with most 
per-vertex data you want to throw at them.

> One of the things I've been hoping to do is Intersection/Picking on my
> lines once Robert adds the support. ... I don't know if there is a good 
solution
> to this.

You've tasted the fruit of the shader tree now; there's no going back, but 
you don't have to be banished from paradise... There's no reason why you 
can't pass in the position of the cursor (in any space you choose), 
transform it into the same space as your vertices in the vertex shader, 
and test that vertex's position against this constant. Now, getting data 
_back_ from a shader is a bit trickier, but a relatively simple method is 
to have a 1 pixel texture, and write out some sort of index to it. Have a 
look at the articles on http://www.gpgpu.org/, and if you're feeling flush 
buy "GPU Gems" and/or "GPU Gems 2". They're a bit Cg-centric, but the 
principles are the same.

John Donovan
Sony Computer Entertainment Europe
http://www.scee.com


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