I recently upgraded from 3.0 to 3.1 beta and noticed a custom mesh created looked a little different. On further inspection it appears the Mesh.setPointSize(float pointSize) was deprecated with a statement saying the point “is determined via the vertex shader’s gl_PointSize output”. Are there examples on how to implement this functionality. I have no experience with shaders and don’t fully understand how to implement them based on https://wiki.jmonkeyengine.org/doku.php/jme3:advanced:jme3_shaders. The basic functionality is I have a large array of vertices with varying colors depending on the node. In the past I set the size larger than the default 1 pixel (1 pixel was hard to see), but it appears this must be done via a shader now. Any help is appreciated!
Hi, as a quick answer, I can only give you a high level idea what you can try.
First of all: what do you want to do?
Do you want flat point sprites like in the particle effects? Then maybe you copy’n’paste the particle shader code and modify it.
Do you want your points to be spheres with a depth? This is especially useful if the points represent volumes like water particles. In this case, the solution is a little bit advanced. See for example here http://www.geeks3d.com/20140815/particle-billboarding-with-the-geometry-shader-glsl/ and http://stackoverflow.com/a/12478354/4053176 .
I hope this helps you a little bit.
@shamanDevel Thank you for giving me some guidance! I was successful in modifying the Particle texture!