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Tutorial on rendering particles using the GL_ARB_point_parameters and GL_ARB_point_sprite extensions

In particle engines using a quad to render geometry, it is computationally expensive for each particle to billboard the face and then send 4 points and 4 textures coordinate to video cards. The GL_ARB_point_parameters and GL_ARB_point_sprite offer a fast and easy way for rendering particles. This tutorial explains how to use points rather than quads.

Aug 23, 2004 | Category: Developers

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