I want to use fixed functions for first rendering pass (ambient and depth) and VP + FP for other passes. Im not sure what’s to do with glEnableClientState(GL_VERTEX_ARRAY) and glEnableVertexAttribArrayARB(0). Should I call both functions or glEnableVertexAttribArrayARB(0) are enough? This question is also for other attributes (NORMAL, COLOR, TEXCOORD,…).
What happend when I try to use several UV sets, Should glEnableVertexAttribArrayARB(texN_index) replace glClientActiveTextureARB() and glTexCoordPointer() combination?
Maybe is spec clear about this questions and I miss something. It will be nice to someone explain me this.