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Home/ Questions/Q 393633
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T16:16:37+00:00 2026-05-12T16:16:37+00:00

I started playing around with OpenGL and GLUT. I would like to draw some

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I started playing around with OpenGL and GLUT. I would like to draw some points, but the problem is that they turn out to be squares, and I would like them to be round dots (filled circles).

This is what I do:

void onInitialization( ) 
{ 
    glEnable( GL_POINT_SMOOTH );
    glEnable( GL_BLEND );
    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    glPointSize( 6.0 );
}    

void onDisplay()
{
    glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    glBegin( GL_POINTS );
        glColor3f( 0.95f, 0.207, 0.031f );
    for ( int i = 0; i < g_numPoints; ++i )
    {
        glVertex2f( g_points[i].X, g_points[i].Y );
    }
    glEnd();
    glFinish();
    glutSwapBuffers();
}

This is the result:
Result of the above code

The points show up where expected, only their shape is wrong.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-12T16:16:37+00:00Added an answer on May 12, 2026 at 4:16 pm

    Unlike what was said previously, this is possible with the fixed-function pipeline, even with the GL_POINTS primitive type, as long as you have support for OpenGL 1.4 or the GL_ARB_point_sprite extension. Consult this document, or the OpenGL core specification of your choice : http://www.opengl.org/registry/specs/ARB/point_sprite.txt

    GL_ARB_point_sprite converts points into “quads”, i.e a polygon with the form of a plane. The exact primitive type it gets converted to is not defined by the specification, though it is not important. What is important is that GL_COORD_REPLACE auto-generates texture coordinates for the surface when enabled, so you can texture-map them with a sphere-shaped RGBA-texture.

    EDIT: It seems like you (the poster) is right. Anti-aliased points get rounded with respect to their radius. (I’ve used OpenGL since 2003, and I didn’t know this. [/shame])
    So enabling GL_POINT_SMOOTH while you have a multisample-able visual/pixelformat, you get rounded points. Still, multisampling can be slow, so I’d implement both. Textured quads are cheap.

    To request a visual with multisampling with XLib, use these two attributes in the list to glXChooseFBConfig():

    GLX_SAMPLE_BUFFERS – its value should be True. This is an on/off toggle.
    GLX_SAMPLES – the number of samples.

    To request a pixelformat with Win32, use these two attributes in the list to ChoosePixelFormat() or wglChoosePixelFormatARB():

    WGL_SAMPLE_BUFFERS_ARB Same as above, a toggle.
    WGL_SAMPLES_ARB Same as above, the number of samples.

    It seem that you can OR in the flag GLUT_MULTISAMPLE to glutInitDisplayMode to get multisampling in GLUT, but you can’t request the number of sample buffers.

    Here is how alpha-blended quads could be implemented using your test case.

    void onInitialization( ) 
    {
        glEnable( GL_POINT_SPRITE ); // GL_POINT_SPRITE_ARB if you're
                                     // using the functionality as an extension.
    
        glEnable( GL_POINT_SMOOTH );
        glEnable( GL_BLEND );
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
        glPointSize( 6.0 );
    
        /* assuming you have setup a 32-bit RGBA texture with a legal name */
        glActiveTexture(GL_TEXTURE0);
        glEnable( GL_TEXTURE_2D );
        glTexEnv(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
        glTexEnv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
        glBindTexture(GL_TEXTURE_2D, texture_name);
    }    
    
    void onDisplay()
    {
        glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    
        glBegin( GL_POINTS );
            glColor4f( 0.95f, 0.207, 0.031f, 1.0f );
        for ( int i = 0; i < g_numPoints; ++i )
        {
            glVertex2f( g_points[i].X, g_points[i].Y );
        }
        glEnd();
        glFinish();
        glutSwapBuffers();
    }
    

    Image of rounded points using per-fragment alpha blending + textures:
    (source: mechcore.net)
    Image of rounded points by using GL_POINT_SMOOTH and multisampling:
    (source: mechcore.net)
    A little sample I made which shows both techniques. Requires libSDL and libGLEW to compile:

    #include <iostream>
    #include <exception>
    #include <memory>
    #include <SDL/SDL.h> 
    #include <cmath>
    #include <GL/glew.h>
    #include <GL/glu.h>
    
    #define ENABLE_TEXTURE
    #define ENABLE_MULTISAMPLE
    
    int Width = 800;
    int Height = 600;
    
    void Draw(void);
    void Init(void);
    
    inline float maxf(float a, float b)
    {
        if(a < b)
            return b;
        return a;
    }
    
    inline float minf(float a, float b)
    {
        if(a > b)
            return b;
        return a;
    }
    
    GLuint texture_name;
    
    int main(void)
    {
        try {
            SDL_Init(SDL_INIT_VIDEO);
            SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
            SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
            #ifdef ENABLE_MULTISAMPLE
                SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
                SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
            #endif
            SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
            SDL_SetVideoMode(Width, Height, 32, SDL_OPENGL);
    
            glewInit();
            Init();
    
            SDL_Event event;
            bool running = true;
    
            while(running){
                while(SDL_PollEvent(&event)){
                    switch(event.type)
                    {
                        case SDL_KEYDOWN:
                            if(event.key.keysym.sym == SDLK_ESCAPE)
                                running = false;
                        break;
                        case SDL_QUIT:
                            running = false;
                        break;
                    }
                }
                Draw();
                SDL_GL_SwapBuffers();
            }
            SDL_Quit();
        }
        catch(std::bad_alloc& e)
        {
            std::cout << "Out of memory. " << e.what() << std::endl;
            exit(-1);
        }
        catch(std::exception& e)
        {
            std::cout << "Runtime exception: " << e.what() << std::endl;
            exit(-1);
        }
        catch(...)
        {
            std::cout << "Runtime exception of unknown type." << std::endl;
            exit(-1);
        }
        return 0;
    }
    
    void Init(void)
    {
        const GLint texWidth = 256;
        const GLint texHeight = 256;
        const float texHalfWidth = 128.0f;
        const float texHalfHeight = 128.0f;
        printf("INIT: \n");
    
        unsigned char* pData = new unsigned char[texWidth*texHeight*4];
        for(int y=0; y<texHeight; ++y){
            for(int x=0; x<texWidth; ++x){
                int offs = (x + y*texWidth) * 4;
                float xoffs = ((float)x - texHalfWidth) / texHalfWidth;
                float yoffs = ((float)y - texHalfWidth) / texHalfHeight;
                float alpha = 1.0f - std::sqrt(xoffs*xoffs + yoffs*yoffs);
                if(alpha < 0.0f)
                    alpha = 0.0f;
                pData[offs + 0] = 255; //r
                pData[offs + 1] = 0; //g
                pData[offs + 2] = 0; //b
                pData[offs + 3] = 255.0f * alpha; // * 
                //printf("alpha: %f\n", pData[x + y*texWidth + 3]);
            }
        }
    
        #ifdef ENABLE_TEXTURE
        glGenTextures(1, &texture_name);
        glActiveTexture(GL_TEXTURE0);
        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, texture_name);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pData);
        glEnable(GL_POINT_SPRITE);
        glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        #endif
    
        glPointSize(32.0f);
    
        glMatrixMode(GL_PROJECTION);
        glOrtho(0, Width, 0, Height, -1.0f, 1.0f);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
    
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glDisable(GL_DEPTH_TEST);
    
        #ifdef ENABLE_MULTISAMPLE
            glEnable(GL_POINT_SMOOTH);
        #endif
    
        GLenum e;
        do{
            e = glGetError();
            printf("%s\n",gluErrorString(e));
        } while(e != GL_NO_ERROR);
    
        delete [] pData;
    }
    
    void Draw(void)
    {
        const int gridWidth = 1024;
        const int gridHeight = 1024;
        float t1, t2;
    
        t1 = t2 = (float)SDL_GetTicks() * 0.001f;
        t1 = fmod(t1, 10.0f) / 10.0f;
        t2 = fmod(t2, 4.0f) / 4.0f;
        float scale = 0.5f + (-sin(t2 * 2.0 * M_PI) + 1.0f) * 1.2f;
        //glColor4f(0.4f, 0.5f, 0.9f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glLoadIdentity();
    
        glTranslatef((Width>>1), (Height>>1), 0.0f);
        glScalef(scale,scale,scale);
        glRotatef(t1 * 360.0f, 0.0f, 0.0f, 1.0f);
    
        glBegin(GL_POINTS);
        for(int j=0; j<gridHeight; j+=64){
            for(int i=0; i<gridWidth; i+=64){ 
                glVertex2i(i-(gridWidth>>1),j-(gridHeight>>1));
            }
        }
        glEnd();
    }
    
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