For me, this is not a problem, but it is a big deal.
If you ask me, the gl_pointsize value is the size of a gl_point in OpenGL. The value is calculated based on the resolution of the screen that the shader is trying to render. For example, if you go to you will see that the value is defined in the gl_PointSize struct.
Since a shader is trying to render the point that the rendering thread is at, it is necessary that you have a gl_PointSize struct in your vertex shader. I think I’ve explained this a few times already, but there is another thing you should know: gl_PointSize is not a constant. It is a variable, and the value that it can take will depend on the rendering resolution. For example, you can have a gl_PointSize value of 0.
gl_PointSize is what allows the rendering thread to be at the point of the point that it is. While it might not seem like it at first, the rendering thread is actually running at a fixed-size point. If you have a point that is 10 times smaller, then the drawing will be done at a size of 10 times smaller. And the same thing applies to the gl_PointSize struct.
So, gl_PointSize is a variable and, if you have a drawing done at a fixed-size point, then you’ll run out of memory, and if you have it set to zero, it will not render. The point is that in order to render, you need to have a fixed-size point, so the only way to do that is to use zero for gl_PointSize.
This has to do with how the OpenGL pipeline is set up. If you have a fixed-size point, you can’t render, and if you have it set to zero, youll run out of memory. This is why our gl_PointSize struct is zeroed. Once we have an object that is not a fixed-size point, then we can render it, but because we are using zero as the gl_PointSize, we dont see it.
gl_PointSize is a structure that defines the size of each element of the vertex array, the index buffer, and the index buffer object. It is used to calculate the size of the render buffer and the maximum amount of vertices that a single object can have. By default, it’s set to zero, meaning that the entire vertex array can be rendered and the objects will have their entire vertices in the render buffer.
This means that you should consider using gl_PointSize to set your vertex array size. Its value is used to set the resolution of the image and can be set to zero for no point size. This is especially important if you’re using a larger render texture.
The point size you set is a very important one. When using a render texture, youll want to set the point size to avoid having your vertex positions and colors spread more than you would like.