My WebGL's ALIASED_POINT_SIZE
(in Safari and Chrome) is 33901.
On the other hand, in my native OpenGL (on Mac/Cocoa), it is just (1,64).
Why are the two values different? And is there no way to increase gl_PointSize
?
You are looking at two different values:
GL_ALIASED_POINT_SIZE_RANGE
, which is an enum value used to query the point size range. In native OpenGL, you would query the point size range with:
GLint range[2];
glGetIntegerv(GL_ALIASED_POINT_SIZE_RANGE, range);
I haven't used WebGL, but based on the documentation the corresponding call there should be:
gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE)
gl_PointSize
is a global you set in your vertex shader to set the size of the next point to be rasterized. You can set it anyway you please, from a constant (all points will be the same size), from a uniform (all points will be the same size that you can set at runtime), from an attribute (every point will be a different size depending on the per point data you supply), from some equation, etc (every point will be a different size depending on your equation).
ALIASED_POINT_SIZE_RANGE
is a constant value you pass to glGetIntegerv
in OpenGL and gl.getParameter
in WebGL that returns the range of point sizes your GPU/Driver supports.
Note that WebGL and OpenGL ES 2.0 only require a max point size of 1.0. That means if you count on points be able to render larger than 1 pixel you'll need to find some other solution on certain hardware. You can see the supported sizes near the bottom of this page .
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