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PointSize in vertex shader on ATI



Hi all,

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?

Thanks for your help,
Mario

--
Mario Botsch
Computer Graphics Group
RWTH Aachen, Germany
email@hidden
http://www-i8.informatik.rwth-aachen.de


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