   [9.0c] Trying to make points draw bigger
  I want simply to make points take more than just one pixel on the screen when drawn. I saw in this structure for setting render states that I can change the size of the point.typedef enum D3DRENDERSTATETYPE{    ...    D3DRS_POINTSIZE = 154,    ...    D3DRS_FORCE_DWORD = 0x7fffffff,} D3DRENDERSTATETYPE, *LPD3DRENDERSTATETYPE;I am trying to change it with this : HR(gd3dDevice->SetRenderState(D3DRS_POINTSIZE,(DWORD)4));The size of the dot does not change. Maybe I am doing something wrong.Any hints appreciated.Zammy   
  You can set point size in vertex shader by setting PSIZE, like thisfloat4 VS(..., out float size : PSIZE) : POSITION{    ...    size = 4;    ...}If I remember right, 1 means 1 pixel, 2 is 2x2 square, 1.5 would be something between.   ;  Ok, it seems i finally managed to make it work but points are not drawn for some reason. Here is how i draw it : HR(gd3dDevice->SetStreamSource(0,gridBuffer,0,sizeof(VertexPos)));HR(gd3dDevice->SetVertexDeclaration(VertexPos::Decl));D3DXMATRIX W;D3DXMatrixIdentity(&W);D3DXMatrixTranslation(&W,-0.5f,-0.5f,-0.5f);HR(gd3dDevice->SetRenderState(D3DRS_POINTSIZE,2));HR(effect->SetTechnique(h_TechniquePoints));HR(effect->SetValue(h_WVPMatrix, &(W*camera.GetViewMatrix()*camera.GetProjectionMatrix()),sizeof(D3DXMATRIX)));HR(effect->CommitChanges());HR(effect->Begin(NULL,NULL));HR(effect->BeginPass(0));HR(gd3dDevice->DrawPrimitive(D3DPT_POINTLIST, 0, (GRID_HEIGHT * GRID_WIDTH * GRID_WIDTH)));HR(effect->EndPass());HR(effect->End());Shader:float4 PointVertexShader(float3 pos : POSITION0,out float size : PSIZE) : POSITION{float4 posW = mul( float4(pos,0), WVP); size = 2;return posW;}float4 PointPixelShader() : COLOR{return float4(0.0f,0.0f,0.0f,1.0f);}[Edited by - Zammy on April 28, 2009 5:12:02 AM];  Tryfloat4 posW = mul( float4(pos,1), WVP);instead offloat4 posW = mul( float4(pos,0), WVP);;  Of course! :( I am retarded, I am sorry. Works! Thank you very much!   