Hi Peterakos,

Sorry for a little late to reply the same question on GitHub.

The AntTweakBar example currently use a camera draw callback to render
UI elements. This may not be suitable for some practical uses, as draw
callbacks won't keep its own state sets. Thus when you apply shaders
to scene graph, the state will affect the AntTweakBar calls and make
the final results invalid.

A good idea to solve this is to reimplement this example using a
custom drawable which render AntTweakBar in the drawImplementation()
method. I will consider rewrite this example soon. And you are
welcomed to contribute. :-)

Thanks,

Wang Rui

2012/9/12 Peterakos <hay...@gmail.com>:
> Hello.
>
> Has anyone managed to make AntTweakBar work with OpengGL 3.2 and the usage
> of shaders in the models ?
>
> Thnx.
>
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