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Re: Texturemapping to gl_points



- I'm surprised to hear so many people say "do quads"...that would increase bus traffic by 4x...

Not if you are using VBOs for vertices and texcoords - and your vertices are fairly static. If your vertices are changing via CPU per frame, then you're correct; if the vertices are changing via vertex or geometry shader, it's less of an issue.


quads/quadstrips are the best way to avoid tile/edge artifacts. If that's not an issue, then point sprites are fine.


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References: 
 >How to load imagefile for texture (Leopard) (From: "Mike mcFin" <email@hidden>)
 >Re: How to load imagefile for texture (Leopard) (From: Jean-Francois Roy <email@hidden>)
 >Texturemapping to gl_points (From: Mike <email@hidden>)
 >Re: Texturemapping to gl_points (From: Kent Miller <email@hidden>)
 >Re: Texturemapping to gl_points (From: Mike <email@hidden>)
 >Re: Texturemapping to gl_points (From: Ben Supnik <email@hidden>)



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