OpenGL.GL.NV.point_sprite
OpenGL extension NV.point_sprite
This module customises the behaviour of the
OpenGL.raw.GL.NV.point_sprite to provide a more
Python-friendly API
Overview (from the spec)
Applications such as particle systems usually must 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 quite
expensive, since it quadruples the amount of geometry required, and
it may also require the application to do extra processing to compute
the location of each vertex.
The goal of this extension is to allow such apps to use points rather
than quads. When GL_POINT_SPRITE_NV 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. Finally, the app can set a global parameter for the way to
generate the R coordinate for point sprites; the R coordinate can
either be zero, the input S coordinate, or the input R coordinate.
This allows applications to use a 3D texture to represent a point
sprite that goes through an animation, with filtering between frames,
for example.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/NV/point_sprite.txt
Functions
Constants
GL_COORD_REPLACE_NV (34914)
GL_POINT_SPRITE_NV (34913)
GL_POINT_SPRITE_R_MODE_NV (34915)