It seems this should be easy but I\'m having a lot of difficulty using part of a texture with a point sprite. I have googled around extensively and turned up various answers
A colleague of mine helped with the answer. It turns out the trick is to utilize both the size of the point (in OpenGL units) and the size of the sprite (in texture units, (0..1)) in combination with a little vector math to render only part of the sprite-sheet onto each point.
Vertex Shader
uniform mat4 Projection;
uniform mat4 Modelview;
// The radius of the point in OpenGL units, eg: "20.0"
uniform float PointSize;
// The size of the sprite being rendered. My sprites are square
// so I'm just passing in a float. For non-square sprites pass in
// the width and height as a vec2.
uniform float TextureCoordPointSize;
attribute vec4 Position;
attribute vec4 ObjectCenter;
// The top left corner of a given sprite in the sprite-sheet
attribute vec2 TextureCoordIn;
varying vec2 TextureCoord;
varying vec2 TextureSize;
void main(void)
{
gl_Position = Projection * Modelview * Position;
TextureCoord = TextureCoordIn;
TextureSize = vec2(TextureCoordPointSize, TextureCoordPointSize);
// This is optional, it is a quick and dirty way to make the points stay the same
// size on the screen regardless of distance.
gl_PointSize = PointSize / Position.w;
}
Fragment Shader
varying mediump vec2 TextureCoord;
varying mediump vec2 TextureSize;
uniform sampler2D Sampler;
void main(void)
{
// This is where the magic happens. Combine all three factors to render
// just a portion of the sprite-sheet for this point
mediump vec2 realTexCoord = TextureCoord + (gl_PointCoord * TextureSize);
mediump vec4 fragColor = texture2D(Sampler, realTexCoord);
// Optional, emulate GL_ALPHA_TEST to use transparent images with
// point sprites without worrying about z-order.
// see: http://stackoverflow.com/a/5985195/806988
if(fragColor.a == 0.0){
discard;
}
gl_FragColor = fragColor;
}