// set wrapping & texture units
glActiveTexture( GL_TEXTURE0 );
glClientActiveTexture( GL_TEXTURE0 );
glEnable( GL_TEXTURE_2D );
myWater.Bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable( GL_TEXTURE_2D );
glActiveTexture( GL_TEXTURE1 );
glClientActiveTexture( GL_TEXTURE1 );
glEnable( GL_TEXTURE_2D );
myCubeMap.Bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable( GL_TEXTURE_2D );
this can't be correct... although it should be, right? I have 2 samplers in my GLSL only, only the first one though, is binding to "myWater", which makes since, but the second will not bind correctly =|