From what I understood from ARB_vertex_shader there is nothing special we have to do to use generic vertex attributes.
In GLSL, if someone uses gl_Vertex and gl_Normal (which is what I'm doing) and the code we use
is it suppose to work without having to do anything else?
It seems gl_Vertex contains valid values, but gl_Normal has a constant (wrong!) normal.
If I use glEnableClientState(GL_VERTEX_ARRAY);
it works as expected.
Can someone explain?