sˈæmpəlz ɑːɹ nˈɛvɚ tˈeɪkən fɹʌm aʊtsˈaɪd ɐ ɹˈɛndɚd pɹˈɪmᵻtˌɪv, sˌoʊ ˈɪmɪdʒᵻz pɹədˈuːst jˈuːzɪŋ pˈɔɪntsˈæmplɪŋ wɪl biː dʒˌiːoʊmˈɛtɹɪkli kɚɹˈɛkt, bˌʌt fˈɪltɚɹɪŋ kwˈɔlᵻɾi mˈeɪ biː lˈoʊ bɪkˈʌz ðə pɹəpˈoːɹʃən ʌv bˈɪts sˈɛt ɪnðə pˈɪksəlz kˈʌvɚɹɪdʒ mˈæsk mˈeɪ nˌɑːt biː ˈiːkwəl tə ðə pɹəpˈoːɹʃən ʌvðə pˈɪksəl ðæt ɪz ˈæktʃuːəli kˈʌvɚd baɪ ðə fɹˈæɡmənt ɪn kwˈɛstʃən.
Samples are never taken from outside a rendered primitive, so images produced using point-sampling will be geometrically correct, but filtering quality may be low because the proportion of bits set in the pixel's coverage mask may not be equal to the proportion of the pixel that is actually covered by the fragment in question.