Previously, I had an issue with trying to get point light shadow maps to work inside of a shader. Me and L. Spiro were going around in circles over this, in this topic I wrote: http://www.gamedev.net/topic/665281-very-strange-glsl-problem-objects-not-rendering-when-accessing-shadowmaps/
I was just trying to send an array of shadowMaps to and array of samplerCubes like so:
uniform samplerCube shadowCubeMaps[8];
But apparently, this resulted in glitches. I changed it to a non-array for only one shadow map, and it worked. But the question is, is it possible to get samplerCube arrays to work? It's probably not a bit deal, since I can just:
uniform samplerCube shadowCubeMap1;
uniform samplerCube shadowCubeMap2;
uniform samplerCube shadowCubeMap3;
...etc
but, that could become tedious the more lights you want to add.
I swear I was sending the cubemap to GLSL correctly:
location = glGetUniformLocation(currentShader, "shadowCubeMaps[0]");
glUniform1i(location, 12);
glActiveTexture(GL_TEXTURE0 + 12);
glBindTexture(GL_TEXTURE_CUBE_MAP, lightComponents->at(0).lock()->GetShadowMap());
but apparently, glsl doesn't seem to like this.