I'm doing point-based rendering, where you do not render triangles, but
instead represent a model by overlapping disks or ellipses in 3-space.
These disks are rendered as GL_POINTS by sending their center, normal,
and radius to the GPU, and by using vertex and fragment shaders for
their rasterization. My code runs w/o problems on Linux and Windows,
but not on my 15" PB with ATI Radeon 9600.
When rendering GL_POINTS, the vertex shader has to adjust the size of
the point to generate an image space square of a certain size. However,
writing to result.pointsize does not have any effect on my PB. I
enabled GL_VERTEX_PROGRAM_POINT_SIZE_ARB, and the code runs fine on the
other operating systems. Setting the point size outside the shader
(glPointSize()) works, but this is not an acceptable solution for my
application.
Is this a problem of the ATI driver? Can anybody change the point size
in a vertex shader, using ATI or NV?
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