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BearishSun avatar BearishSun commented on September 21, 2024

I don't believe this is supported.

You should ask questions on discourse.bsframework.io, github issues are reserved for bugs and feature requests as per contribution guidelines.

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underdoeg avatar underdoeg commented on September 21, 2024

It is some sort of feature request. But yes, there probably isnt an implementation that would work for all render APIs.

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BearishSun avatar BearishSun commented on September 21, 2024

Re-opening as a feature request. I'm not sure how well is this feature supported on modern hardware and render backends? I feel like I remember most modern hardware don't support varying point sizes, but I might be misremembering.

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underdoeg avatar underdoeg commented on September 21, 2024

AFAIK the implementation is vendor dependent though all of them support it in some way or another. what is not defined is the max allowed point size. But it is part of the official opengl standart.

A little off topic but somewhat related. I usually use it to easily generate billboard point sprites. what method would you recommend with bsf?

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BearishSun avatar BearishSun commented on September 21, 2024

It's probably easiest to use instanced rendering to draw the quads, potentially with a custom vertex shader to control the size and orient them towards the view.

Particle system might also be able to handle this out of the box, or at least with a custom shader.

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underdoeg avatar underdoeg commented on September 21, 2024

i'll probably have to implement something like that at some point. FYI we develop software for clients that run on a single device. That's why we get away with using things like point size and don't worry about it.

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