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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengl;

/**
 * Native bindings to the ARB_point_sprite extension.
 * 
 * 

Applications such as particle systems have tended to use OpenGL quads rather than points to render their geometry, since they would like to use a * custom-drawn texture for each particle, rather than the traditional OpenGL round antialiased points, and each fragment in a point has the same texture * coordinates as every other fragment.

* *

Unfortunately, specifying the geometry for these quads can be expensive, since it quadruples the amount of geometry required, and may also require the * application to do extra processing to compute the location of each vertex.

* *

The purpose of this extension is to allow such applications to use points rather than quads. When {@link #GL_POINT_SPRITE_ARB POINT_SPRITE_ARB} is enabled, the state of point * antialiasing is ignored. For each texture unit, the app can then specify whether to replace the existing texture coordinates with point sprite texture * coordinates, which are interpolated across the point.

* *

Promoted to core in {@link GL20 OpenGL 2.0}.

*/ public final class ARBPointSprite { /** * Accepted by the {@code cap} parameter of Enable, Disable, and IsEnabled, by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and * GetDoublev, and by the {@code target} parameter of TexEnvi, TexEnviv, TexEnvf, TexEnvfv, GetTexEnviv, and GetTexEnvfv. */ public static final int GL_POINT_SPRITE_ARB = 0x8861; /** * When the {@code target} parameter of TexEnvf, TexEnvfv, TexEnvi, TexEnviv, GetTexEnvfv, or GetTexEnviv is POINT_SPRITE_ARB, then the value of * {@code pname} may be. */ public static final int GL_COORD_REPLACE_ARB = 0x8862; private ARBPointSprite() {} }




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