I got the diffuse+specular stuff working… I am so happy that I have to post my code.
It still neglects fog, has no ligth color and no specular exponent, but it works!!
//unit 0: bumpmap
//unit 1: normalization cubemap for diffuse
//unit 2: base-texture
//unit 3: normalization cubemap for specular
glEnable (GL_REGISTER_COMBINERS_NV);
glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV,
float fColor0[4] = {1.0f, 1.0f, 1.0f, 1.0f};
glCombinerParameterfvNV (GL_CONSTANT_COLOR0_NV, (float*) fColor0);
//stage 1
glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
glCombinerInputNV (GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
glCombinerOutputNV (GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_TRUE, GL_FALSE);
// spare0: diffuse (tu0 dot tu1)
// spare1: specular (tu0 dot tu3)
//final stage
glFinalCombinerInputNV (GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_B_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_E_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_F_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_D_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
glFinalCombinerInputNV (GL_VARIABLE_G_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);//puts 1 into alpha
thanks again…
Jan