Hi all,
I am not sure I understand the deprication mechanism (it is intersting me).
Suppose I have the following lines:
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3,GL_FLOAT,sizeof(Vertex),polygon);
glColorPointer(3,GL_FLOAT,sizeof(Vertex),&polygon[0].r);
glDrawArrays(GL_POLYGON,0,6);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
(I filled the polygon array before).
In OpenGL 3.0 and above we will have to fragment shader in stead of glColor ?
Thanks