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In directx I use this: DrawPrimitive(D3DPT_POINTLIST, 0, RenderCount) to draw particles. All I need is one point for every particle. This way the particles look the same no matter from what direction I''m looking. What I would like to know is how I can achive this in opengl.

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glBegin(GL_POINTS);

glVertex3f(xPos, yPos, zPos);

glEnd();

Thats it. The only problem I''ve found with using points in OGL is that the size seems to increase as you get farther away, so the the depth factor sucks



"With my feet upon the ground I lose myself between the sounds and open wide to suck it in, I feel it move across my skin. I''m reaching up and reaching out. I''m reaching for the random or what ever will bewilder me, what ever will bewilder me. And following our will and wind we may just go where no one''s been. We''ll ride the spiral to the end and may just go where no one''s been." - Maynard James Keenan
[TheBlackJester ]
[Wildfire Studios ]

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Its simple. If you want to use points, just turn off texturing before you render, then turn it back on when your done.



glDisable(GL_TEXTURE_2D);

// render your points

glEnable(GL_TEXTURE_2D);



That will fix your problem



"With my feet upon the ground I lose myself between the sounds and open wide to suck it in, I feel it move across my skin. I''m reaching up and reaching out. I''m reaching for the random or what ever will bewilder me, what ever will bewilder me. And following our will and wind we may just go where no one''s been. We''ll ride the spiral to the end and may just go where no one''s been." - Maynard James Keenan
[TheBlackJester ]
[Wildfire Studios ]

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