Quote:Original post by Rosalia
Emulating the fixed function pipeline vertex shader shouldn't be a problem, at least I didn't understand vincoofs point about performance and uncompatibilities, since using no shader is, after compiling, the same as using a "default" shader.
In theory, yes. In practice, performance may vary for a 'default' shader depending on the graphics card you run it (sometimes will be faster than fixed, sometimes slower, sometimes the same). As for compatibility, the fact is that the fixed-function pipeline is updated whenever the GL spec changes and the driver is updated. If you write your own vertex shader and use a newer version of GL, you may have to rewrite up to all your vertex shaders to benefit the new functionalities, work that is unneeded for fixed-function pipeline. This is more an issue for long-living games where you can afford to update your 3D engine, though.