Implemented drawing of points using Geometry Shaders, to output circular shapes at each of our vertex point, using the GL_POINTS primitive in a way that the points are rendered the same way from all directions.
Previously had implemented these points using a GLSL shader smoothstep function and quads generated on the CPU side, but this required me to generate all the quads before rendering, and I'm travelling towards doing as much as possible on the GPU.
Part of my ongoing documentation of the development of my custom 3D engine, PsiTriangle Engine, implemented from the ground up with C++14/OpenGL 3.3/Lua.
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