Render vertex() as circle hack ideas
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             Contributed Library Questions 
              •  
              1 year ago    
            
 
           
             Hello,
            
             
            
            
             
            
             
            
            
             
            
            
             
            
            
 
            
           
             I'm having some issues with particles rendering. 
            
            
             The renderer I'm using GLGraphics and the calls I make are basic:
            
            - beginShape(POINTS);
 - for(Particle p: particles) vertex(p.x,p.y,p.z);
 - endShape();
 
             The issue I'm having is hardware related: When the camera
            
            
             gets close enough to particles on some computers the vertex() calls get rendered as circles (newer/better graphic cards)
            
            
             while on other computers(older ones or with integrated/less powerful graphic cards) they get rendered as squares.
            
            
             Is there any way to get past that issue ? I was thinking of drawing ellipses instead of vertices, but I've got a few thousand particles animating in a busy scene and on cheap video cards framerate goes down to 12 fps and I fear adding more vertices per particle won't help. 
            
            
             I don't have a lot of experience with OpenGL, but is there any other hack that could work in this situation ?
            
            
             Thanks,
            
            
             George
            
 
            
              
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