Aha, ok, so that's the difference... so my 2 posts might be correlated then, couldnt it be the reason that while lights are software calculated they will have to cache something thus giving me some initial hickups?
well 8 lights kinda works badly when trying to use some light points for entities around the scene, 10 or 20 lights is an easily target to reach. Although I only need around 10/12 at the same time for 1 scene, but it only takes one light to not work to ruin everything because sometimes the GPU picks the most important one like the sun for instance, so I end up with half dark world.
So I wanted to write my own GL Shader using pixel-light for each object, where I can "use" as many lights as I want, but I tried many articles and such to no luck at all.
I don't even wanna lose time on writing one, I thought I could just use some examples of one that basically helps me using more than 8 lights (the same as uncompiled objects) with multiples textures and fog, thats it! but I can only find examples that doesn't apply one of these.
and for what I can tell, learning GLSL and writing one program, will take me like a decade, this is like Latin, a hard and lost art that we still need.