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Question by codeguyross1 · Sep 07, 2016 at 06:09 PM · shaderopenglpoints

Can someone explain to me how to use GL_VERTEX_PROGRAM_POINT_SIZE to make points bigger

I am using the following code to draw points in my scene: The original blog can be found here

 public class EnablePointSize : MonoBehaviour 
 {
     const UInt32 GL_VERTEX_PROGRAM_POINT_SIZE = 0x8642;
     const UInt32 GL_POINT_SMOOTH = 0x0B10;
      
     const string LibGLPath =
         #if UNITY_STANDALONE_WIN
         "opengl32.dll";
     #elif UNITY_STANDALONE_OSX
     "/System/Library/Frameworks/OpenGL.framework/OpenGL";
     #elif UNITY_STANDALONE_LINUX
     "libGL";  // Untested on Linux, this may not be correct
     #else
     null;   // OpenGL ES platforms don't require this feature
     #endif
      
     #if IMPORT_GLENABLE
     [DllImport(LibGLPath)]
     public static extern void glEnable(UInt32 cap);
      
     private bool mIsOpenGL;
      
     void Start()
     {
         mIsOpenGL = SystemInfo.graphicsDeviceVersion.Contains("OpenGL");
     }
      
     void OnPreRender()
     {
         if (mIsOpenGL)
             glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
             glEnable(GL_POINT_SMOOTH);
     }
     #endif
 }


The problem is that i don't understand how to use the hex value that is being assigned to GL_VERTEX_PROGRAM_POINT_SIZE to be able to make the points bigger.

I can change the Hex Value and redraw the material but I do not see the change in the size of the points so that means I don't really understand whats going on.

Any insight that could be provided to help with drawing bigger points in the scene would be helpful.

Thanks!

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