Hello Tim,

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.

Really? Nice! So that means that it should be possible to totally separate osgCal from the final rendering/lighting setup (use GPU skinning with a vertex shader and keep the fixed-function pipeline for the fragment shading).

Thanks for setting me straight!

J-S
--
______________________________________________________
Jean-Sebastien Guay     [EMAIL PROTECTED]
                        http://whitestar02.webhop.org/

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