And yes I understand the fault is not dri's and not the application developer, but the hardware. (correct this if I'm wrong)
As I said before, THE FAULT IS 100% WITH THE APPLICATION DEVELOPER. OpenGL provides a mechanism to determine the maximum supported point size. The driver is correctly setting this to 1.0, but the application developer obviously couldn't be bothered to check that. It's exactly like trying to allocate memory but not bother to check if the allocation was successful.
OpenGL provides mechanisms for checking the limits of several hardware dependent things like point size and texture size. If apps want to work on a wide range of hardware the HAVE TO check those limits and act accordingly. There really isn't any other way to look at it.
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