Hi Don,

The osgFX BumpMapping class is based around conventional geometry
meshes, and won't work at all for point sprites.

I think you'll need to come up with an approach that does the lighting
in fragment shader, with the orientation of point sprite assumed to be
orthogonal to the eye vector and the light source vector/position.
The eye vector and light source vector/position you can compute in the
vertex shader and then pass to the fragment shader.

Robert.

On Mon, Oct 18, 2010 at 11:31 PM, Don Leich <[email protected]> wrote:
> Hi all,
>
> I've been using point sprites with a small 2-d texture map of a sphere
> for some time now with great results.  I'd like to be able to vary the
> lighting on my spheres and was hoping that I'd be able to replace the
> picture of the sphere with a flat disc and use a bump map to affect
> lighting.
>
> Is this a direction worth persuing?  It looks like the internals of
> the BumpMapping class in osgFX are doing some BIND_PER_VERTEX assignments.
> Will everything bind to the single vertex of the point sprite?
>
> -Don Leich
>
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