July 27, 2011 Ok, Adrian, Ian: 1) FillProperties 1-6 are working. Which one(s) do you want? 2) These will work on desktops, not on the iPhone/Android platform yet. 3) From Ian: > aren't all shaders disabled at compile time, unless -DSHADERS_2011 > is set in CFLAGS? Good to see you are reading the email (smile); what happened was that, way back when, fillProperties were coded using shaders with the old non-OpenGL-ES-2.0 way of doing things. OpenGL-ES 2.0 really changed things; what I'll have to do is to add a "fill Properties" section to a generic "catch all" shader. More, fyi: The old ways, shaders either added to, or replaced, the lighting, geometry, texturing and normals. Now, there is no old way, and devices like the iPhone can only run 1 shader at a time, so to render *anything* a shader must be running. I'll have to add (sometime) the FillProperties to the "generic" shader as part of the SHADERS_2011 build path. JohnS.