Original Post
To apply shaders on polygons, a good approach is to index a shader per polygon. This shader is defined with a VS, a texture, a PS. Using vertex or pixel shader, it''s really easy to map a file(.txt or compiled file) at each shader. When program loads, it just have to load each file and apply them on different material. But in my case, I have a GeForce2 and I can''t using PS, so I have to call "normal" functions to map texture, ...
How can I implement a structure of material able to support vertex shader, opengl functions, d3d functions and maybe one day, pixel shader.
Thanks a lot.