I have 1 channel of color data stored per vertex on a mesh with no parametrization. In my fragment program I simply pass this data in using texture coordinates and then use the data directly instead of doing a texture lookup (which works great).
However, for legacy/performance reasons, our application also has a fixed pipeline implementation and I am wondering if there is anyway to duplicate this behavior without a fragment program?
Is there any way to make OpenGL use a texture coordinate directly as a color (without doing a texture lookup)?
p.s. Note, I do not have parametrization on the mesh so I can not simply create a texture.