Applications such as particle systems have tended to use OpenGL quads rather than points to render their geometry, since they would like to use a custom-drawn texture for each particle, rather than the traditional OpenGL round antialiased points, and each fragment in a point has the same texture coordinates as every other fragment.
Unfortunately, specifying the geometry for these quads can be expensive, since it quadruples the amount of geometry required, and may also require the application to do extra processing to compute the location of each vertex.
The purpose of this extension is to allow such applications to use points rather than quads. When POINT_SPRITE_ARB is enabled, the state of point
antialiasing is ignored. For each texture unit, the app can then specify whether to replace the existing texture coordinates with point sprite texture
coordinates, which are interpolated across the point.
Promoted to core in OpenGL 2..
| Modifier and Type | Field and Description |
|---|---|
| public static final int | GL_COORD_REPLACE_ARB
When the |
| public static final int | GL_POINT_SPRITE_ARB
Accepted by the |
| Access | Constructor and Description |
|---|---|
| private |
| GL_COORD_REPLACE_ARB | back to summary |
|---|---|
| public static final int GL_COORD_REPLACE_ARB When the | |
| GL_POINT_SPRITE_ARB | back to summary |
|---|---|
| public static final int GL_POINT_SPRITE_ARB Accepted by the | |
| ARBPointSprite | back to summary |
|---|---|
| private ARBPointSprite() | |