You need two things:
- tell the material that it should be rendered as points:
pcs.mesh.material.pointsCloud = true;
- set the point size in the vertex shader:
gl_PointSize = 2.0;
Here’s a PG with those changes:
You need two things:
pcs.mesh.material.pointsCloud = true;
gl_PointSize = 2.0;
Here’s a PG with those changes: