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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - GLES3 doesn't respect gl_PointSize"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96420#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - GLES3 doesn't respect gl_PointSize"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96420">bug 96420</a>
from <span class="vcard"><a class="email" href="mailto:kenneth@whitecape.org" title="Kenneth Graunke <kenneth@whitecape.org>"> <span class="fn">Kenneth Graunke</span></a>
</span></b>
<pre>Created <span class=""><a href="attachment.cgi?id=124401" name="attach_124401" title="Patch to make the demo explicitly create an ES 3.0 context.">attachment 124401</a> <a href="attachment.cgi?id=124401&action=edit" title="Patch to make the demo explicitly create an ES 3.0 context.">[details]</a></span> <a href='page.cgi?id=splinter.html&bug=96420&attachment=124401'>[review]</a>
Patch to make the demo explicitly create an ES 3.0 context.
I compiled the demo with the following command:
$ g++ -lGLESv2 -lglfw -Wall -g cpp-tutorial-4-gles3-pointcloud.cpp
and indeed saw that the vertex shader's gl_PointSize output was being ignored.
However, when I looked into it, I was surprised to see that the demo was
actually using a legacy OpenGL context! Then, the behavior makes sense -
OpenGL defaults to using point size from API state, not the shader output.
I patched the demo to make it explicitly create an ES 3.0 context, and then it
appears to work correctly. See the attached patch and images.</pre>
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