Godot version
4.0.rc3
System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)
Issue description
Enabling Transform > Use Point Size and changing Transform > Point Size in a BaseMaterial3D has no effect when using the Compatibility rendering method, but it works when using Forward+ or Forward Mobile (Vulkan).
themoleman on the Godot Contributors Chat has hinted the following:
Just a FYI there is a bug in the compatability renderer that is preventing the gl_PointSize from being set
I ran apitrace on godot and got the following error:
warning C7050 gl_pointSize might be used before being initialized
Forward+
Point sizes of 1, 6 and 20 are used respectively. The red points on the right use a transparent textured material.

Mobile
Shadow casting appears different due to #73827.

Compatibility
Red sphere is invisible because of the transparent texture that spans the entire sphere, as opposed to individual points.

Steps to reproduce
- Create a MeshInstance3D with a SphereMesh.
- Add a BaseMaterial3D with Transform > Use Point Size enabled, then change Transform > Point Size.
- Notice this has no effect if the editor is currently running with the Compatibility rendering method.
Minimal reproduction project
test_point_rendering.zip
Godot version
4.0.rc3
System information
Fedora 37, GeForce RTX 4090 (NVIDIA 525.85.05)
Issue description
Enabling Transform > Use Point Size and changing Transform > Point Size in a BaseMaterial3D has no effect when using the Compatibility rendering method, but it works when using Forward+ or Forward Mobile (Vulkan).
themoleman on the Godot Contributors Chat has hinted the following:
Forward+
Point sizes of 1, 6 and 20 are used respectively. The red points on the right use a transparent textured material.
Mobile
Shadow casting appears different due to #73827.
Compatibility
Red sphere is invisible because of the transparent texture that spans the entire sphere, as opposed to individual points.
Steps to reproduce
Minimal reproduction project
test_point_rendering.zip