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D3D10/D3D11 drops support for point primitives. I'm trying to render a set of points for quick and dirty debug, any suggestions/quick hacks for getting large size points to show up in D3D11?

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Ok, hold on, there's still D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, not sure why I was under the impression D3D11 didn't support point primitives.

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Probably because I hear they dropped point spriting –  bobobobo Aug 5 '11 at 17:17
    
And also there's no D3D11_FILL_POINTS listed in the fillmode enumeration –  bobobobo Aug 5 '11 at 17:22

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