Author Topic: Pixel Style: Square in 3d changes its orientation to viewers persepective  (Read 936 times)

Offline thekameleon

  • Newbie
  • *
  • Posts: 40
    • View Profile
Not sure if this is intended behavior. However it appears that the Square Style of a pixel will change its orientation to match the users perspective as the user moves the "camera" around.  If this is intended then please ignore this

Offline keithsw1111

  • Administrator
  • Hero Member
  • *****
  • Posts: 2733
    • View Profile
    • Kellyville Christmas Lights
Re: Pixel Style: Square in 3d changes its orientation to viewers persepective
« Reply #1 on: September 06, 2019, 07:40:55 PM »
Ignoring.

Offline dkulp

  • Supporting Member
  • Hero Member
  • *
  • Posts: 812
    • View Profile
Re: Pixel Style: Square in 3d changes its orientation to viewers persepective
« Reply #2 on: September 07, 2019, 07:01:00 AM »
"Square" is just the default way OpenGL renders a pixel when you tell it to render a glPoint of a given size.   However your graphics card renders it is how it's rendered.   Square is certainly the fastest as no shaders or anything get run for it.

The other optional all require a bit more processing.   Smooth uses a shader to turn the square/cube into a sphere.   It's still a single point, but uses shaders.   Circle and blended circle require us to create a bunch of triangles that are sent to the card (so a lot more points/memory) and have the shaders process.
Daniel Kulp
Framingham, MA

Offline thekameleon

  • Newbie
  • *
  • Posts: 40
    • View Profile
Re: Pixel Style: Square in 3d changes its orientation to viewers persepective
« Reply #3 on: September 07, 2019, 07:53:40 PM »
Ok that makes sense. My only question is, why do the other pixel styles such as circle which keeps its position no matter what the user's perspective is. If it's an OpenGL thing, then that's fine.

Thanks much for the insight