Hi,
Thanks Nick for the clarification.

In my code I am doing


Code:

osg::StateSet* shaderState = cowG->getOrCreateStateSet();
...
shaderState->setAttributeAndModes(program, osg::StateAttribute::ON);



that seems similar to your suggestion.

The weird thing here is that geometries with no shaders seems to stop working 
fine when calling this method : setUseVertexAttributeAliasing(true);
There is nothing weird about this. There is no fixed function pipeline functionality any more at this point. You either use the vertex attribute aliasing skipping fixed function rendering or you use the old way of doing things. I still don't get what you are trying to achieve. Why is the attribute aliasing enabled in the first place?
Have you tried loading a osg model and display it with your shader?

Cheers
Sebastian

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