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How to render circle with constant size in perceptive projection?
Calculate absolute dimensions of a div rotated in perspective with css3How to preserve the perception of angle between walls when the camera is rotating in OpenGL?Get depth from camera for each pixelRadius of projected sphere in screen spaceHow to convert projected points to screen coordinates(Viewport matrix)How to choose the Light Size in World Space for Shadow Mapping and Percentage Closer Filtering?How to avoid Z-fighting in distance?Perspective projection bug (not understanding theory)How to calculate near and far plane for glOrtho in OpenGLPixel perfect text rendering in perspective projection
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty height:90px;width:728px;box-sizing:border-box;
I want to render a circle with constant size in pixels, regardless of the item depth (in perspective projection).
When I use glPointSize there is a small difference in size that correlates to the depth (near objects are larger then far ones).
The function description states:
The specified point size is multiplied with a distance attenuation
factor and clamped to the specified point size range, and further
clamped to the implementation-dependent point size range to produce
the derived point size using.
Is there a way to completely rasterize a point?
opengl projection perspective glpointsize
add a comment |
I want to render a circle with constant size in pixels, regardless of the item depth (in perspective projection).
When I use glPointSize there is a small difference in size that correlates to the depth (near objects are larger then far ones).
The function description states:
The specified point size is multiplied with a distance attenuation
factor and clamped to the specified point size range, and further
clamped to the implementation-dependent point size range to produce
the derived point size using.
Is there a way to completely rasterize a point?
opengl projection perspective glpointsize
1
What OpenGL version are you using? In the latest versionsglPointSize
literally means the size in pixels. (I'm looking at OpenGL 4.5 spec and it doesn't have the phrasing you quoted.)
– ybungalobill
Mar 23 at 22:23
I have openGL version 4.0. The description is from gl2 documentation see link: khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/… But I get changes in pixels when using glPointSize
– Ma'ayan Gadot
Mar 24 at 21:48
Why are you using a perspective projection here? The whole point of a perspective projection is that things are smaller farther away. Your use case makes me think that an orthographic matrix might be needed.
– mackycheese21
Mar 26 at 18:51
The perspective is intentional. I need to keep some objects (circles) in the scene with constant size,
– Ma'ayan Gadot
Mar 27 at 19:03
add a comment |
I want to render a circle with constant size in pixels, regardless of the item depth (in perspective projection).
When I use glPointSize there is a small difference in size that correlates to the depth (near objects are larger then far ones).
The function description states:
The specified point size is multiplied with a distance attenuation
factor and clamped to the specified point size range, and further
clamped to the implementation-dependent point size range to produce
the derived point size using.
Is there a way to completely rasterize a point?
opengl projection perspective glpointsize
I want to render a circle with constant size in pixels, regardless of the item depth (in perspective projection).
When I use glPointSize there is a small difference in size that correlates to the depth (near objects are larger then far ones).
The function description states:
The specified point size is multiplied with a distance attenuation
factor and clamped to the specified point size range, and further
clamped to the implementation-dependent point size range to produce
the derived point size using.
Is there a way to completely rasterize a point?
opengl projection perspective glpointsize
opengl projection perspective glpointsize
edited Mar 24 at 21:51
Ma'ayan Gadot
asked Mar 23 at 1:27
Ma'ayan GadotMa'ayan Gadot
11
11
1
What OpenGL version are you using? In the latest versionsglPointSize
literally means the size in pixels. (I'm looking at OpenGL 4.5 spec and it doesn't have the phrasing you quoted.)
– ybungalobill
Mar 23 at 22:23
I have openGL version 4.0. The description is from gl2 documentation see link: khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/… But I get changes in pixels when using glPointSize
– Ma'ayan Gadot
Mar 24 at 21:48
Why are you using a perspective projection here? The whole point of a perspective projection is that things are smaller farther away. Your use case makes me think that an orthographic matrix might be needed.
– mackycheese21
Mar 26 at 18:51
The perspective is intentional. I need to keep some objects (circles) in the scene with constant size,
– Ma'ayan Gadot
Mar 27 at 19:03
add a comment |
1
What OpenGL version are you using? In the latest versionsglPointSize
literally means the size in pixels. (I'm looking at OpenGL 4.5 spec and it doesn't have the phrasing you quoted.)
– ybungalobill
Mar 23 at 22:23
I have openGL version 4.0. The description is from gl2 documentation see link: khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/… But I get changes in pixels when using glPointSize
– Ma'ayan Gadot
Mar 24 at 21:48
Why are you using a perspective projection here? The whole point of a perspective projection is that things are smaller farther away. Your use case makes me think that an orthographic matrix might be needed.
– mackycheese21
Mar 26 at 18:51
The perspective is intentional. I need to keep some objects (circles) in the scene with constant size,
– Ma'ayan Gadot
Mar 27 at 19:03
1
1
What OpenGL version are you using? In the latest versions
glPointSize
literally means the size in pixels. (I'm looking at OpenGL 4.5 spec and it doesn't have the phrasing you quoted.)– ybungalobill
Mar 23 at 22:23
What OpenGL version are you using? In the latest versions
glPointSize
literally means the size in pixels. (I'm looking at OpenGL 4.5 spec and it doesn't have the phrasing you quoted.)– ybungalobill
Mar 23 at 22:23
I have openGL version 4.0. The description is from gl2 documentation see link: khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/… But I get changes in pixels when using glPointSize
– Ma'ayan Gadot
Mar 24 at 21:48
I have openGL version 4.0. The description is from gl2 documentation see link: khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/… But I get changes in pixels when using glPointSize
– Ma'ayan Gadot
Mar 24 at 21:48
Why are you using a perspective projection here? The whole point of a perspective projection is that things are smaller farther away. Your use case makes me think that an orthographic matrix might be needed.
– mackycheese21
Mar 26 at 18:51
Why are you using a perspective projection here? The whole point of a perspective projection is that things are smaller farther away. Your use case makes me think that an orthographic matrix might be needed.
– mackycheese21
Mar 26 at 18:51
The perspective is intentional. I need to keep some objects (circles) in the scene with constant size,
– Ma'ayan Gadot
Mar 27 at 19:03
The perspective is intentional. I need to keep some objects (circles) in the scene with constant size,
– Ma'ayan Gadot
Mar 27 at 19:03
add a comment |
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What OpenGL version are you using? In the latest versions
glPointSize
literally means the size in pixels. (I'm looking at OpenGL 4.5 spec and it doesn't have the phrasing you quoted.)– ybungalobill
Mar 23 at 22:23
I have openGL version 4.0. The description is from gl2 documentation see link: khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/… But I get changes in pixels when using glPointSize
– Ma'ayan Gadot
Mar 24 at 21:48
Why are you using a perspective projection here? The whole point of a perspective projection is that things are smaller farther away. Your use case makes me think that an orthographic matrix might be needed.
– mackycheese21
Mar 26 at 18:51
The perspective is intentional. I need to keep some objects (circles) in the scene with constant size,
– Ma'ayan Gadot
Mar 27 at 19:03