I was wondering if it was possible to implement cube reflection mapping on the fixed function pipeline, without the annoying distortions / waviness you normally get. I've implemented this using GLSL, but compatibility testing has been a nightmare, and I wanted to see if it was possible to use the fixed function pipeline instead.
I understand that the distortions are due to the linear interpolation between vertices. I get this same effect if I normalize my texcoords in GLSL. If it were possible to set up gltexgen on the R, S, and T axes, but have OpenGL auto-multiply the coordinate by each vertex normal, I think it would look right. Is there any way to do this in the FFP, or does anyone have another solution?