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Cube Mapping Hell

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I'm trying to get a cube map to work properly... it's a very simple cube map (not dynamic or anything like that even) A short description: I have a skybox that I wish to use as my cube map as well for reflection purposes. Reflection calculations must be done in the fragment shader as the reflected surface is going to be bump-mapped. Result: The reflective surface is always black. So far: I've made sure that the images get loaded as textures, and they seem to be just fine there. I've tried to explicitly set the surface normal to non-0, still black. As far as I can tell, there is no problem in the shader. Below, is the code I use for the texture loading: (invoked via: void loadCubeMap(const char* fNorth, const char* fEast, const char* fSouth, const char* fWest, const char* fUp, const char* fDown, GLuint* name); http://muer.njoerdba.com/paste/view.aspx?id=23169f1b-73bb-476b-8971-6964d5395e69 And the shaders: http://muer.njoerdba.com/paste/view.aspx?id=98edd446-b8ff-479a-88ac-c5a6084d6e7b And the rendering loop: http://muer.njoerdba.com/paste/view.aspx?id=6876f922-fa94-4061-89c2-8102c3f3e8b3 Please forgive any silly things you find... I've been hacking at it for hours trying everything I can think of to make it work. CD

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i guess youre not loading the texture correctly
try glinterecpt u can set it up so at a keypress it will write save the textures (including cubemaps) as files

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