The old version had GLSL programs, but I eliminated all mention of those here. My understanding from the OpenGL Superbible is that shaders aren't required, though.
They are if you want to use generic vertex attributes via glVertexAttribPointer()
. Without a shader OpenGL has no way of knowing attribute 0
is a vertex or 1
contains a texture coordinate.
Use glVertexPointer()
and friends if you don't want to use shaders.