I would just look at using quads. I don't think there is much
advantage to point sprites unless you are doing something like a
particle system with thousands of points in which case point sprites
can take your vertex data rate down. GL Points have their own special
set of quirks.
Kent
On May 30, 2008, at 8:30 AM, Mike wrote:
I am mapping texture to GL_POINT.
My point size varies but lets say it's 5x5 pixels. Currently the
whole point just samples single pixel from texture and point's
texels are all that same color.
How can I (or can I) map it so that it all texels in point are
sampled (1:1) from texture? i.e. if texture is 100 x 100px and point
is 25x25px (not smoothed) the point should represent 1/4 region of
texture and with 4 points I could represent whole texture.
Thanks.
-Mike
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