   rotating point sprites - industry standard
  When it comes to rotating point sprites, I've usually just rotated the texture coordinates in the pixel shader according to some angle fed through from the vertex shader. I know this adds a lot of work in the pixel shader but it's worked ok for me so far. I'm interested to know how other people are doing this though. Is my way conventional? Is it better to transform quads on the CPU instead? Am I missing something here??Thanks in advanced   
  From what I've seen it's little annoyances like this that relatively few people actually use point sprites for 'core' effects. Rotating the texture coordinates is a fairly elegant solution, but as you said it's hardly efficient.Since D3D10 you can implement the entire algorithm yourself on the GPU which is far better, but obviously has a Vista+ requirement.hthJack   