1. with a sphere sprite
2. with a text sprite
with true spheres
3. color from appearance, opaque
4. color from appearance, transparency enabled
5. color from vertices of point set
6. ditto, with relative radii allowing varying sizes of spheres
1. These examples do not use point attenuation (see
When this is set to true, the sprites appear more realistic, but it is more difficult
to control and in this example, I didn't have time to fine tube it.
2. Size of points (Examples 1 and 2) and spheres (the rest) are set independently
since the Attributes POINT_SIZE and POINT_RADIUS are specified in different coordinate
systems. The former is in screen pixels, and the latter in object coordinates.
This is obviously inconvenient. A good reliable solution is welcome.
3. Colors specified in the shader are ALWAYS RGB values; alpha (transparency) values
must be set using the separate TRANSPARENCY attribute. Vertex colors however,
are RGBA values -- see Example 5.
4. This example program has been tested on the JOGL backend; other backends may not yield the
same behavior, particularly where rendering hints are involved.