glEnableClientState(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, envmap->right->w,
envmap->right->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, envmap->right->pix);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, envmap->left->w,
envmap->left->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, envmap->left->pix);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, envmap->top->w,
envmap->top->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, envmap->top->pix);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, envmap->front->w,
envmap->front->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, envmap->bottom->pix);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, envmap->front->w,
envmap->front->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, envmap->back->pix);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, envmap->front->w,
envmap->front->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, envmap->front->pix);
glBindTexture(GL_TEXTURE_CUBE_MAP, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_CUBE_MAP);