particles via GL_POINT_SPRITE | Nvidia

Hi all!

First of all sorry for my english. :slight_smile:
I’m coding via Debian 6.0.1, C (without C++).

Task: render some process (ex., smoke) or some object (ex, cloud or forest massiv) using “particles”. For that moment I have used GL_POINT_SPRITE and set of textures.
To change size of “particle” I use glPointSize() function. And I have a trouble here - the max size of aliased point. The range I get with GL_ALIASED_POINT_SIZE_RANGE. For most of all NVIDIA adapters the max is 63 pixels, but AMD adapters have 8192 pixels here.
So, when I have transfered my project from one PC(with AMD adapter) to another PC(NVIDIA), I saw a lot of unexpected moments.

So… Are there some another technicals (via specials NVIDIA extensions) to get the bigger value?
Or can you advise some another technicals, which allows render processes/objects as “particles” (without any dependencies from adapters)?

Thanks!

Best regards, Serge.

Use gl_PointSize in a GLSL shader. On NVidia this can be huge.

http://www.opengl.org/discussion_boards/…true#Post287075