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Re: [vox-tech] opengl: lines and points
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Re: [vox-tech] opengl: lines and points

On Sun 30 Jan 05,  9:58 AM, Ken Bloom <kabloom@ucdavis.edu> said:
> On Sun, 30 Jan 2005 00:49:56 -0500
> p@dirac.org (Peter Jay Salzman) wrote:
> > Hola,
> > 
> > These are some really embarrassing questions, but I've been stumped
> > for a while on this.
> > 
> > I've already written the requisite spinning cube.  I've even texture
> > mapped it.  I've written a "flight simulator" that lets you fly around
> > a teapot.
> > 
> > But there are 3 really basic questions I'm at a complete loss at.
> > 
> > 
> > 1. The only point size that appears to be available is the default
> > pointsize
> >    of 1, whether I'm dealing with AA or not AA points.  I've verified
> >    this with glGetFloatv() and GL_POINT_SIZE_RANGE.
> > 
> >    If there are any GL programmers out there, I'm curious what point
> >    size ranges you have available on your system.
> The GL_POINT_SIZE_RANGE on my nVidia Corporation NV18 [GeForce4 MX 440
> AGP 8x] is 0.000000 to 63.375000. This is probably system-dependant.
> What graphics card are you using?
Ken, I'm assumming that you actually ran a program like the one I posted to
get your point size?  I'm really curious what Richard finds about his OpenGL
point sizes.

I run a Voodoo-5 on the machine I'm having the wierd problems on.

BTW, all my other machines seem to be posting a min and max point size of
1.0 too.   :-(

> > 2. Same problems with lines.  It appears that the only available width
> > is
> >    1.  I can make them thicker by drawing lines next to each other,
> >    but the only width available on my system, both AA and non-AA, is
> >    1.  Again, I'm curious what other people have available to them.
> I don't know how to get this information.
I believe it's "GL_LINE_WIDTH_RANGE".


The mathematics of physics has become ever more abstract, rather than more
complicated.  The mind of God appears to be abstract but not complicated.
He also appears to like group theory.  --  Tony Zee's "Fearful Symmetry"

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