From the posts I saw on this forum, I've implemented my own reflection texture-mappping using the GL_TEXTURE_CUBE_MAP_ARB extension. It's working great for me except for one thing: The reflection does not get rendered perspective-correct (regular texture mapping modes are working fine). Is this a limitation of the technique or is there something extra I must do when using a cubemap to render reflections?
I've looked at Nutty's demo and source code where he's doing the same thing, and I see his reflections have the same problem, which leads me to believe it's just a limitation I have to live with. (Thanks Nutty for your demos)
See these images for clarification, which are just simple cubes with 2 tris/face:
Correctly rendered cube with a simple checkerboard pattern http://home.columbus.rr.com/bpainte/cube3.jpg
Incorrectly rendered cube with reflection mapping (nevermind that the reflection does not include the ground in the scene, I'm not dynamically updating the cubemap texture) http://home.columbus.rr.com/bpainte/cube1.jpg
Of course, I'll post code if people feel it will help.
(Edited to add extra info.)
Oh yes, hw is Geforce4 Ti 4200, with 30.72 drivers.
[This message has been edited by painterb (edited 11-27-2002).]