## about env-mapping and spherical one

hi!

when i coded usign my software renderer i use to have a trick for env-mapping that was taking the normal x/y componets (in eye space) and transform them from the [-1 1] range to [0 1] (val*0.5 + 0.5).

i'm tring to do the same under opengl, but with texGen-SPHERICAL_MAP i don't get the desired results and i'd like to use my old algorithm. is there a way to specify in TexGen( EYE_SPACE ), that i want to use the NORMAL instead of the VERTEX? then i could adjust the TEXTURE_MATRIX to transform the range

i want to do something like this (in eye_space):
tex.s = (normal*{1 0 0})*0.5 + 0.5;
tex.t = (normal*{0 1 0})*0.5 + 0.5;

and i like sth like this with opengl:
(ok, this is pseudo-GL, a bit faster to write)

glTexGeni( GL_S, GL_TEXGENMODE, GL_EYE_LINEAR );
glTexGeni( GL_S, GL_USENORMALS )