Hi Jason,

Yeah I had tried that combination too. I have just tried increasing the units 
of the uniforms to use 1 and 2 instead of 0 and 1


Code:
unsigned int unit = 1;



it actually seems to make the calculation "work", but the diffuse color now 
being black instead of the should be sampled texel color. Also tried it with a 
pre-textured model using texture unit 0, for a diffuse map, and cube map in 
texture unit 1, and that returned a black cube map (at least it had no 
influence on the final output as was expected). Not much of the vector 
multiplications are making sense really.

Joe

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=41736#41736





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