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This is just using regular old sine and cosine to step around the circumference of a circle and place points. You just need to know the center of the circle, the radius and how many points you want. The following pseudo code will output a set of points that make up the positions of dots you need to make a circle of points: circleXY(Vector3f center, float ...


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To answer my own question, here's what I got working: The scaling in the GLSL vertex shader is: gl_PointSize = (heightOfNearPlane * pointSize) / gl_Position.w; Where you compute your heightOfNearPlane using the viewport height and the field-of-view angle you constructed the perspective matrix with: float fovy = 60; // degrees int viewport[4]; ...



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