New answers tagged webgl
1
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 ...
1
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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