title: Drawing points with GL_POINTS and GL_POINT_SMOOTH results it two pixel tall points?
body: <p>I have the following:</p>
  
  <pre><code>glHint(GL_POINT_SMOOTH, GL_NICEST);
  glEnable(GL_POINT_SMOOTH);
  </code></pre>
  
  <p>The issue is that when I attempt to draw a pixel:</p>
  
  <pre><code>DrawPoints(float x1,float y1)
  {
      glBlendFunc(GL_DST_ALPHA,GL_ONE_MINUS_DST_ALPHA);
      glPointSize(1);
      glBegin(GL_POINTS);
          glVertex2f(x1, y1);
      glEnd();
  }
  </code></pre>
  
  <p>I get points on the screen that are two pixels wide, and two pixels tall. The pixels that were two pixels wide were solved by making sure that <code>x1</code> is called with a <code>.5</code> at the end. Forcing the <code>y1</code> variable to end in <code>.5</code> did <strong>not</strong> fix the height issue. The points are always 2 pixels tall despite being set to be only one.</p>
  
  <p>How could I solve this?</p>
  
  <p><strong>EDIT:</strong></p>
  
  <p>Took a screen shot of the issue in question. It is drawing out a sine wave on the screen.</p>
  
  <p><img src="https://i.imgur.com/sgAql.png" alt="Shot0"></p>
  
  <p><strong>EDIT 2:</strong></p>
  
  <p>Here's the full initialization code:</p>
  
  <pre><code>if(SDL_Init(SDL_INIT_EVERYTHING) &lt; 0) {
      fprintf(stderr,"%s:%d\n    SDL_Init call failed.\n",__FILE__,__LINE__);
      return false;
  }
  
  if((Surf_Display = SDL_SetVideoMode(WWIDTH, WHEIGHT, 32, SDL_HWSURFACE | SDL_GL_DOUBLEBUFFER | SDL_OPENGL)) == NULL) {
      fprintf(stderr,"%s:%d\n    SDL_SetVideoMode call failed.\n",__FILE__,__LINE__);
      return false;
  }
  // Init GL system
  glClearColor(0, 0, 0, 1);
  
  glClearDepth(1.0f);
  
  glViewport(0, 0, WWIDTH, WHEIGHT);
  
  glMatrixMode(GL_PROJECTION);
  
  glLoadIdentity();
  
  glOrtho(0, WWIDTH, WHEIGHT, 0, 1, -1);
  
  glMatrixMode(GL_MODELVIEW);
  
  glEnable(GL_TEXTURE_2D);
  
  glHint(GL_POINT_SMOOTH, GL_NICEST);
  glHint(GL_LINE_SMOOTH, GL_NICEST);
  glHint(GL_POLYGON_SMOOTH, GL_NICEST);
  
  glEnable(GL_POINT_SMOOTH);
  glEnable(GL_LINE_SMOOTH);
  glEnable(GL_POLYGON_SMOOTH);
  
  glLoadIdentity();
  </code></pre>
  
  <p>Making sure that <code>glEnable(GL_BLEND);</code> has been called did not help either. </p>
  
  <p>Another note, calling <code>SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2);</code> had no effect on the pixel height either. </p>