{"comment":{"created_at":"2011-10-07T20:37:47Z","body":"You can get WebGL context via `renderer.context`. \r\n\r\nThough for point sprites you don't need to do anything special - `gl_PointSize` in vertex shader should work \"out of the box\" - we use it for `ParticleSystem` objects.\r\n\r\nAlso `GL_VERTEX_PROGRAM_POINT_SIZE` is not exposed by WebGL.","updated_at":"2011-10-07T20:37:47Z","url":"https://api.github.com/repos/mrdoob/three.js/issues/comments/2327730","id":2327730,"user":{"avatar_url":"https://secure.gravatar.com/avatar/05a9ea8209c0f0d038d94865d380b210?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png","url":"https://api.github.com/users/alteredq","id":438022,"login":"alteredq"}},"action":"created","issue":{"number":631,"created_at":"2011-10-07T14:51:12Z","pull_request":{"diff_url":null,"patch_url":null,"html_url":null},"body":"Hey.\r\n\r\nI'm trying to set glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)  which overrides glPointSize and tells opengl that each point sprite will have a different size as set by a vertex shader.\r\n\r\nIs that possible through Three.js to do custom OpenGL commands?\r\n\r\nThanks.","comments":1,"title":"Custom GL commands?","updated_at":"2011-10-07T20:37:47Z","url":"https://api.github.com/repos/mrdoob/three.js/issues/631","id":1844387,"assignee":null,"milestone":null,"closed_at":null,"user":{"avatar_url":"https://secure.gravatar.com/avatar/fc5786714e0b77b4ef36d18264605982?d=https://a248.e.akamai.net/assets.github.com%2Fimages%2Fgravatars%2Fgravatar-140.png","url":"https://api.github.com/users/raRaRa","id":547558,"login":"raRaRa"},"html_url":"https://github.com/mrdoob/three.js/issues/631","labels":[{"name":"Question","url":"https://api.github.com/repos/mrdoob/three.js/labels/Question","color":"dad9ff"}],"state":"open"},"legacy":{"issue_id":1844387,"comment_id":2327730}}