Monday, 30 September 2013

is vertex shader needed with compatibility context

is vertex shader needed with compatibility context

If i use opengl 3.2+ with compatibility context and have a fragment
shader, is it necessary to have a vertex shader? I would like to know if
per vertex lighting calculation and other per vertex calculations can be
done by the fixed function pipeline and i can just use the fragment
shader.
Also what implications would this have for per-vertex attribute binding
locations?
thanks

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