I am rendering various Geometries that use CubeMaps to Textures using TextureRenderer. This happens in its own GameState.
In another GameState i use the rendered Textures on Quads. I fade from static Textures to those rendered Textures by using the following Code:
texState.setTexture(fadeToTex);
texState.setTexture(fadeFromTex, 1);
q.setRenderState(texState);
fadeToTex.setApply(Texture.ApplyMode.Combine);
fadeToTex.setCombineFuncRGB(Texture.CombinerFunctionRGB.Interpolate);
fadeToTex.setCombineSrc0RGB(Texture.CombinerSource.TextureUnit1);
fadeToTex.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);
fadeToTex.setCombineSrc1RGB(Texture.CombinerSource.CurrentTexture);
fadeToTex.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);
fadeToTex.setCombineSrc2RGB(Texture.CombinerSource.Constant);
fadeToTex.setCombineOp2RGB(Texture.CombinerOperandRGB.SourceAlpha);
fadeToTex.setCombineFuncAlpha(Texture.CombinerFunctionAlpha.Interpolate);
fadeToTex.setCombineSrc0Alpha(Texture.CombinerSource.TextureUnit1);
fadeToTex.setCombineOp0Alpha(Texture.CombinerOperandAlpha.SourceAlpha);
fadeToTex.setCombineSrc1Alpha(Texture.CombinerSource.CurrentTexture);
fadeToTex.setCombineOp1Alpha(Texture.CombinerOperandAlpha.SourceAlpha);
fadeToTex.setCombineSrc2Alpha(Texture.CombinerSource.Constant);
fadeToTex.setCombineOp2Alpha(Texture.CombinerOperandAlpha.SourceAlpha);
fadeToTex.setBlendColor(fadeColor);
fadeFromTex.setApply(Texture.ApplyMode.Combine);
fadeFromTex.setCombineFuncRGB(Texture.CombinerFunctionRGB.Modulate);
fadeFromTex.setCombineSrc0RGB(Texture.CombinerSource.Previous);
fadeFromTex.setCombineOp0RGB(Texture.CombinerOperandRGB.SourceColor);
fadeFromTex.setCombineSrc1RGB(Texture.CombinerSource.PrimaryColor);
fadeFromTex.setCombineOp1RGB(Texture.CombinerOperandRGB.SourceColor);
fadeFromTex.setCombineFuncAlpha(Texture.CombinerFunctionAlpha.Modulate);
fadeFromTex.setCombineSrc0Alpha(Texture.CombinerSource.Previous);
fadeFromTex.setCombineOp0Alpha(Texture.CombinerOperandAlpha.SourceAlpha);
fadeFromTex.setCombineSrc1Alpha(Texture.CombinerSource.PrimaryColor);
fadeFromTex.setCombineOp1Alpha(Texture.CombinerOperandAlpha.SourceAlpha);
q.updateRenderState();
Now when i fade to the rendered Texture the result is something like this:

Since the streams are not exactly horizontal, it cannot be wrong scaled TextureCordinates. Can it be that using the CubeMap messes with TextureCorrdinates somewhere else completely? When I don't use CubeMaps the problem does not occur. I have checked and I have an updateRenderState() after EVERY setRenderState() now. (buttugly ;))
plz help
EDIT: The problem also occurs when I fade ANY two textures, not just when i use the rendered one. Also I call copyTextureCoordinates(0, 1, 1); on the Quad I fade the textures on.