Hi Darryl, I am now beginning to write the code which will render the lightmap data. After completing this I will have to make code to render the lightmaps like a part of shader in the engine and here I would need your help. I am not sure my implementation would cover all aspects we need for future expansions or for other parts like VGL etc. So how are we going to render multi-texture shaders? We need to include both - multitex and also multipass techniques and also their combination. E.g. my card does provide 2 (i think 2 or maybe 4 - I don't remember) available TMU units. Anyway, if I wanted to render 6 textures, I would render 2 using 1st pass multitex, 2 using 2nd pass multuitex and 2 using 3rd pass multitex. That means 3 passes times 2 TMU multitex. Is this real? -kk