I'm having some problems with cubemapping on radeon cards (8500).
When I use the 0 cubemap (when you bind with 0 as texture object) I seem to get black borders at the edges of the cubemap faces.
You can see it in action at http://studwww.rug.ac.be/~cholleme/lines.jpg
I'm using GL_CLAMP as GL_TEXTURE_WRAP_(S/T) param.
"The" problem now is that it looks perfectly normal on NVIDIA cards but all radeon users seem to experience this.
(Also if anyone has an idea why this is caused on radeon http://studwww.rug.ac.be/~cholleme/seethrough.jpg
It seems my depth fill pass is just skipped for some objects and only my light acummulation pass is done, again perfectly normal on nv cards.)
[This message has been edited by Pentagram (edited 08-25-2002).]