How do I apply a texture to a point primitiveType?

The below code no worky... I've tried tweaking mapping UV positions, normals, etc. The Apple doc mentioned texture mapping to a point, so it sounded possible.

// Material
    let material = SCNMaterial()
    material.lightingModel = SCNMaterial.LightingModel.constant
    material.isDoubleSided = true
    material.readsFromDepthBuffer = false
    material.multiply.contents = UIColor(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)
    material.diffuse.contents = UIImage(named: "star")!

    // Texture mapping
    let textureMap = SCNGeometrySource(textureCoordinates: [
      CGPoint(x: 0, y: 1),
      CGPoint(x: 1, y: 1),
      CGPoint(x: 0, y: 0),
      CGPoint(x: 1, y: 0)
    ])
     
    // Elements
    let vertexSource = SCNGeometrySource(vertices: [SCNVector3(0, 0 ,0)])
     
    let pointsElement = SCNGeometryElement(indices: [1], primitiveType: .point)
    pointsElement.pointSize = 10
    pointsElement.minimumPointScreenSpaceRadius = 1
    pointsElement.maximumPointScreenSpaceRadius = 50
     
    let normals = SCNGeometrySource(normals: [SCNVector3](repeating: SCNVector3(0, 0, 1), count: 1))
     
    // Geometry
    let geometry = SCNGeometry(sources: [vertexSource, normals, textureMap], elements: [pointsElement])
    geometry.materials = [material]
     
    // Node
    let bodyNode = SCNNode()
    bodyNode.geometry = geometry

Does your point render at all for you? And if it does, have you tried using the frame capture tool to debug your draw call?

How do I apply a texture to a point primitiveType?
 
 
Q