Everything I read seems to indicate I need to set the REPLACE_COORD to TRUE - which will generate the correct texture coordinates. I can’t do that as it relies on the GL_POINT_SPRITE definition.
I have textures working on the points - I’m passing in a single texture coordinate into the shader - which seems to be applying the color of the pixel for that coordinate across the whole point.
Do I need to pass in four texture coordinates to have the texture applied across the point?
EDIT: Solved - Use gl_PointCoord in the shader to get the coordinates to go from 0.0 to 1.0.