I have distance attenuation that works fine, as long as I do not use a shader(A vertex/fragment combo).
When I activate the shader (some colouring, displacement, nothing fancy.) all points are displayed the same size. Why? And what can be done about it?
Are you writing to gl_PointSize in your vertex shader? If so you need to call glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB).
check the uniform variable gl_Point. this is a struct which contains stuff about distance attenuation.
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