Glad I finally got some time to start hacking on this stuff. Texturing and model deformation in the same [glsl_program]<div><br class="webkit-block-placeholder"></div><div>//vert</div><div><div>uniform float time;</div><div>
<br class="webkit-block-placeholder"></div><div>void main(void)</div><div><span class="Apple-tab-span" style="white-space:pre">        </span>{</div><div>//<span class="Apple-tab-span" style="white-space:pre">        </span>gl_FrontColor = gl_Color;
</div><div>&nbsp;&nbsp; &nbsp;gl_TexCoord[0] = gl_MultiTexCoord0;</div><div><span class="Apple-tab-span" style="white-space:pre">                </span>vec4 v = vec4(gl_Vertex);</div><div><span class="Apple-tab-span" style="white-space:pre">        </span>v.z
 = v.z * sin(5.0*v.x + time*0.1);<span class="Apple-tab-span" style="white-space:pre">                </span></div><div><span class="Apple-tab-span" style="white-space:pre">                </span></div><div><span class="Apple-tab-span" style="white-space:pre">
                </span>gl_Position = gl_ModelViewProjectionMatrix * v;</div><div><span class="Apple-tab-span" style="white-space:pre">        </span>}</div></div><div><br class="webkit-block-placeholder"></div><div><br class="webkit-block-placeholder">
</div><div>//frag</div><div><div>uniform sampler2DRect MyTex;</div><div><br class="webkit-block-placeholder"></div><div>void main (void)</div><div>{</div><div>&nbsp;vec4 color = texture2DRect(MyTex, gl_TexCoord[0].st);</div><div>
&nbsp;color = color* 0.5;</div><div>&nbsp;gl_FragColor = color;</div><div>}</div><br><div><br><br>-- <br>B~<br><a href="http://www.cypod.co.nr">www.cypod.co.nr</a>
</div></div>