Farshid,

Thanks a lot.  That would've been a b*tch to find myself.  Although, using
point sprites sounds like a lot of work.  I think I'll try to override
applying the shader to light points, and see what happens.


Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Farshid Lashkari
Sent: Monday, November 13, 2006 14:57
To: osg users
Subject: Re: [osg-users] Light points render slooooooooow

Hi Zach,

On 11/13/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
> Yes, removing the shaders causes it to render just fine.  Somehow, 
> shaders applied to light points causes big problems.
>
> Anybody else use light points in there scenes with glsl shaders?

It seems that enabling GL_POINT_SMOOTH with fragment shaders causes the
driver to go into software mode. I found the following pages on the OpenGL
message board that seems to verify this:

http://www.opengl.org/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=3;t=013811#
000000
http://www.opengl.org/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=3;t=013508#
000008

It seems the only workaround is to use point sprites.

-Farshid
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