I was thinking to use RenderStates fragment shader.
What I have is a sf::Texture and a Rectangle shape to render.
I will try something like this:
const char* frag = "sampler2D texture; void main(void) {vec4 color=texture2D(texture, gl_TexCoord[0].st); gl_FragColor = vec4(color.rgb, 1.0); }"
....
sf::Shader shader;
shader.loadFromMemory(frag, sf::Shader::Fragment);
...
// draw function
sf::RenderStates state;
state.texture = m_shape.getTexture();
state.shader = &shader;
window.draw(m_shape, state);
Is this a good solution? At my first try it doen't work..