GL_POINT_SMOOTH and fragment program

Is it possible to get anti-aliased (smooth) points while using a fragment program?

If not, does this also imply that you can’t get high -precision smoothed points written to a 16 bit per channel buffer?

you can use point sprites in combination with a fragment program to produce properly smoothed points

just enable the texture coordinate replacement for a texture unit and then use it in your fragment program to compute the distance of the present fragment to the particle center… if its bigger than 0.5 set the output alpha to 0 and to 1 otherwise… this should give you perfectly round points :slight_smile: (other way would be to simply use a texture to make the points look round)