Pixel Shading with Fixed T&L?

Hi,
is it possible to use programmable pixel shading while keeping the fixed-function transform and lighting in openGL?

And I’m also looking for tutorials on the VertexShader and FragmentShader ARB extensions.

Thanks.

Yes, this should be possible. You should be able to use a fragment shader and the fixed OpenGL vertex pipeline and you should also be able to use a vertex shader and the fixed OpenGL fragment pipeline.

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