i was playing around with an example of a particle cloud.
when I tried recreating the example in a new project, I realised that the points where somewhat larger. not particularly larger, but the cloud had lost the lightweight impression that it initially left.
Searching through the code I realised the only difference was that the example was calling from main() a glut window, rather than a glfw…
ofAppGlutWindow window; ofSetupOpenGL(&window, 1920,1080,OF_FULLSCREEN);
so switching to glut resolved this problem. of particle size.
Unfortunately I have reasons to believe that on some executions of my application, glut behaves erratically (namely some png images may not appear). If I kill and restart the application the png will load fine again.
Is what I observed true at all? Is there any problem with glut or have I not looked deep enough in my application?
Is there a chance I can swtch back to glfw but keep the small particle size?
The way I run the code is the following:
in draw() I call:
and the particles array is sent to the vbo, and then sent for processing and prjection with:
vbo.setVertexData(&points, numPoints, GL_DYNAMIC_DRAW);
vbo.draw(GL_POINTS, 0, (int)numPoints);
I seriously doon’t understand why the pointsize will be reduced in glfw, as it is in glut
Thank you for your help.