   Vertex shader only (no fragment shader)
  Just a simple question. Is it possible, in OpenGL, to only use a vertex shader, and let the fixed-function fragment engine running?Basically, i just want to do some skeletal animation.I'm not being able to do this.   
  I'll take an educated no since I have never heard of someone doing that before. Really don't know but it's a good guess to say no. Not sure though. Just try it I guess.   ;  The orange books says you can, just write to the proper predefined varyings, such as gl_Color, gl_MultiTexCoordX and of course, gl_Position.   ;  For OpenGL 2.1 and OpenGL 3.0 without a forward compatible context: yes, you should be able to do that.For OpenGL 3.0 with the forward compatible context and for OpenGL 3.1: no, fixed pipeline shaders are not allowed anymore for the vertex and fragment shader.I don't know what happens when you'd use OpenGL 3.1 with the ARB_compatibility extension...   ;  @Huntsman:Yeah, I thought about it too, but it didn't work. Nothing showed.. :(This just makes it so much harder. Where can i find some shader code for substituting the fixed-function pipeline? I just want to do skeleton animation, I'm not yet to do anything with pixel shaders?   ;  If nothing shows up, then you didn't calculate the vertices correctly.Try to just writegl_Position = ftransform(); and test with a single triangle.   ;  Before starting to replace the entire FF pipeline with Shader, you should post what vertex shader you used to check for possible errors.   ;  Just by the way#this: don't know what happens when you'd use OpenGL 3.1 with the ARB_compatibility extension...ARB_compatibility extension allows you to use deprecated functions in OpenGL 3.1.   