PointSprite Texture reduced to 4 pixels

Hi All

I’m trying to render a large amount of particles using the MSAopenCL addon in OF 7.
All the behaviors and such work great, but i can’t seem to bind a texture to the the particles properly.
All my research pointed to the following code.

  
   
	glEnable( GL_BLEND );  
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);  
  
	glPointSize(32);  
	glEnable(GL_POINT_SPRITE);  
	glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);  
		  
	glBindBufferARB(GL_ARRAY_BUFFER_ARB, partPosVbo);  
	glEnableClientState(GL_VERTEX_ARRAY);  
	glVertexPointer(2, GL_FLOAT, 0, 0);	  
	glBindBufferARB(GL_ARRAY_BUFFER_ARB, partColVbo);  
	glEnableClientState(GL_COLOR_ARRAY);  
	glColorPointer(4, GL_FLOAT, 0, 0);  
	  
	partImage.getTextureReference().bind();  
	  
	glDrawArrays(GL_POINTS, 0, NUM_PARTICLES);  
	  
	partImage.getTextureReference().unbind();  
	glDisableClientState(GL_VERTEX_ARRAY);  
	glDisableClientState(GL_COLOR_ARRAY);  
	glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);  
  

It does work, but for some reason it only takes the first (2x2) 4 pixels from my texture.
The texture is a png file. I tried using different sizes (128x128, 16x16), without any result.

the texture renders fine to the screen using draw()

The same code (in another example) is working fine under OF 6

What am i missing here?