Farshid,

All you have to do is call ->setPointSprite() on your LightPointNode.
This will enable point sprites.  You will have to attach a texture to
the LightPointNode as well.  Look at any of the point sprite examples.

-B

---
RSC
BDC

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Zach Deedler
> Sent: Monday, November 13, 2006 12:55 PM
> To: 'osg users'
> Subject: RE: [osg-users] Light points render slooooooooow
> 
> 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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