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Jean-Sébastien Guay wrote:
> Hello Vladimir,
> 
>>> and then do the lighting and texturing as the fixed-function
>>> pipeline would, and it's up to the user to change that if they want
>>> to...
>>
>> Fragment shader is used for things that are not supported in fixed
>> function (per-pixel lighting and normal mapping). I didn't thought
>> about combination of hw skinning and fixed-function display (since we
>> not use fixed function display at all).
> 
> No, I don't mean use GPU skinning and fixed-function display (I don't
> think this is possible since when you have a vertex shader, you must
> also specify a fragment shader so you effectively disable the
> fixed-function pipeline completely). What I meant was that your fragment
That is not correct. You can specify a vertex shader or a fragment
shader and use the fixed-function pipeline for the other part. It is
true that supplying a shader for a stage (vertex or fragment) disables
the fixed functions for that stage.
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