I'm trying to turn this display list into a VBO, and I'd like to turn the QUAD into a Point Sprite.  Having trouble making it happen.  Any help would be appreciated.  Thanks
 Code:
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA,GL.GL_ONE); 
...
int nodeList;
void initNodes(){
  nodeList = gl.glGenLists(1);
  gl.glNewList(nodeList, GL.GL_COMPILE);
  textureImg.bind();
  textureImg.enable();
  noStroke();
  shader.startShader();
  gl.glBegin(gl.GL_QUADS);
  gl.glColor3f(1, 1, 1);
  for (int i = 0; i < Nodes.length; i++) {
    gl.glTexCoord4f(Nodes[i].x, Nodes[i].y, Nodes[i].z, Nodes[i].w );
    gl.glVertex2f( -1.0f, -1.0f );
    gl.glVertex2f( +1.0f, -1.0f );
    gl.glVertex2f( +1.0f, +1.0f );
    gl.glVertex2f( -1.0f, +1.0f );
  }
  gl.glEnd();
  shader.endShader();
  textureImg.disable();
  gl.glEndList();
}
 
I've tried this to get sprites working with no luck.  I'll see if I can dig up my VBO tests.  
 Code:
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glBindTexture(GL.GL_TEXTURE_2D,mapPointTexture.getTextureID());
gl.glEnable(GL.GL_POINT_SPRITE);
gl.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE);
gl.glPointSize(15);
gl.glBegin(GL.GL_POINTS); 
  for (int i = 0; i < Nodes.length; i++) {
    gl.glTexCoord3f(Nodes[i].x, Nodes[i].y, Nodes[i].z);
  }
gl.glEnd();
gl.glDisable(GL.GL_POINT_SPRITE);
gl.glDisable(GL.GL_TEXTURE_2D);