7.2 pt is equal to 9.6 px.
To convert points (pt) to pixels (px), the value in points is multiplied by 1.3333 because 1 pt equals 1/72 of an inch and 1 px equals 1/96 of an inch. So, 7.2 pt × (96 ÷ 72) = 9.6 px.
Conversion Tool
Result in px:
Conversion Formula
The formula to convert points to pixels is:
px = pt × (96 / 72)
Points are based on a measurement system where 1 point equals 1/72 of an inch. Pixels depend on screen resolution, with many screens using 96 pixels per inch. By multiplying the points by the ratio of 96 divided by 72, you get the equivalent pixel value.
Example: Convert 7.2 pt to px:
- Start with 7.2 pt.
- Calculate the ratio: 96 ÷ 72 = 1.3333.
- Multiply 7.2 × 1.3333 = 9.6 px.
Conversion Example
- Convert 10 pt to px:
- 10 × (96 ÷ 72) = 10 × 1.3333 = 13.3333 px.
- Rounded, 13.3333 px is about 13.33 px.
- Convert 5.5 pt to px:
- 5.5 × (96 ÷ 72) = 5.5 × 1.3333 = 7.3333 px.
- Result: approximately 7.33 px.
- Convert 12.75 pt to px:
- 12.75 × (96 ÷ 72) = 12.75 × 1.3333 = 17 px.
- So, 12.75 pt equals 17 px.
- Convert 0 pt to px:
- 0 × 1.3333 = 0 px.
- No size means zero pixels.
Conversion Chart
| pt | px |
|---|---|
| -17.8 | -23.7333 |
| -10.5 | -14 |
| -3.3 | -4.4 |
| 0 | 0 |
| 4.6 | 6.1333 |
| 9.1 | 12.1333 |
| 13.7 | 18.2667 |
| 18.9 | 25.2 |
| 22.5 | 30 |
| 27.8 | 37.0667 |
| 32.2 | 42.9333 |
The chart shows pt values in the left column and their corresponding px equivalents on the right. You can find a point value near to what you need and see the pixel value without doing manual calculation.
Related Conversion Questions
- How many pixels is 7.2 points in CSS?
- What’s the px equivalent of 7.2 pt for web fonts?
- Does converting 7.2 pt to px change with screen resolution?
- Why is 7.2 points equal to 9.6 pixels?
- How to convert 7.2 pt font size into pixel size?
- Is 7.2 pt the same as 7.2 px on all devices?
- What formula do I use to get px from 7.2 pt?
Conversion Definitions
pt (point): A unit of length used in typography and printing, equal to 1/72 of an inch. In digital media, points measure font sizes and other elements, translating physical size into relative dimensions across devices. The point originated with traditional print measurements and is standardized for screen use.
px (pixel): The smallest unit of a digital image displayed on a screen, representing a single point of color. Pixels form images on monitors and devices, their size varying by screen resolution and density. Pixels use a fixed grid, making them essential for digital layout and design precision.
Conversion FAQs
Why does the conversion factor use 96 and 72?
The 72 comes from points being 1/72 inch units, a printing standard. The 96 is the default screen resolution in dots per inch (DPI) for many devices. Multiplying by 96/72 converts inches-based points to pixels respecting screen density. This ratio aligns print size to on-screen size.
Can 7.2 pt and 9.6 px look different on various screens?
Yes, screen pixel density impacts how large 9.6 px appears visually. High-resolution screens pack more pixels per inch, making the same pixel count look smaller physically. But 7.2 pt always converts to 9.6 px mathematically, regardless of display differences.
Is this conversion valid for all digital devices?
The formula assumes standard 96 DPI screens. Devices with different pixel densities (like retina displays) can cause pixel values to represent different physical sizes. Still, the math remains the same, because the conversion is between units, not actual physical size on varying screens.
Why can’t I just use pixels instead of points?
Points are favored in print and typography to define physical sizes, while pixels measure screen display units. Points offer consistency in print, pixels better reflect screen resolution. Using points allows designers to keep sizes consistent across devices with different pixel densities.
What happens if I input a negative pt value?
Negative points convert to negative pixels mathematically, but in practice, negative sizes don’t usually make sense visually. This conversion is mathematical only, and most rendering engines will ignore or correct negative sizes.

