There are some unit tests regarding points rendering in the WebGL
Conformance Test Suites. If a browser bug is suspected, it might be worth
checking if those tests pass.
https://www.khronos.org/registry/webgl/sdk/tests/webgl-conformance-tests.html

E.g.
https://www.khronos.org/registry/webgl/sdk/tests/conformance/rendering/point-size.html?webglVersion=1&quiet=0

2016-11-25 11:05 GMT+02:00 Floh <flo...@gmail.com>:

> I have also seen problems with GL_POINTs and point size recently in some
> browsers, but the fixes should be live by now, you can check here, use the
> arrow left/right keys to increase/decrease point size:
>
> http://floooh.github.io/oryol/asmjs/PrimitiveTypes.html
>
> As Mark mentions below, you need to set gl_PointSize in the vertex shader
> in WebGL.
>
> Cheers,
> -Floh.
>
>
> Am Donnerstag, 24. November 2016 03:59:02 UTC+8 schrieb Tero Pulkkinen:
>>
>> webgl with emscripten seems to do something odd with GL_POINTS in
>> windows. Linux/mac builds works ok, but windows browsers seem to give just
>> black screen where I expect some white points. normal opengl build in win32
>> works ok, so it is something webgl related. The generated emscripten
>> javascript code is able to show the GL_POINTS; but only in linux/mac build.
>> Every browser in windows seem to have this problem, I've tried it with two
>> versions of chrome, edge and firefox, but they all seem to give just black
>> screen where GL_POINTS are expected. I've tried nvidia's gfx card, and
>> intel card, but both drivers are giving the same problem.
>>
>> I know shaders have some issues with number of uniform variables in
>> webgl, such that the limits are very small, like 15 uniform variables,
>> before it hits black screen kind of problems, but I don't think this piece
>> of code goes above that limit.
>>
>> Is there anyone who has got GL_POINTS working in windows webgl under
>> emscripten?
>>
>> // tp
>>
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