Yers, because I don't want to incur the cost of calculating quads.
I'm calculating points using iterated maps with > 16,000 points. The
cost of submitting that kind of geometry to the GPU not to mention the
cost of calculating the vertices for each point is not trivial. Plus,
I eventually want to use render to VBO to do the iterated map
calculations in the fragment shader. Couldn't really do quads there
either because neighboring texels are not adjacent in the 3D space.
Until we get geometry shader support on OSX, I don't see an efficient
way of doing this wuth quads and point sprites actually look really
good when you send a normal map as a texture and do Phong shading on
them.
best,
wes
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