Skybox with cubemaps... irritated

I’ve got a very-very funny problem. I render a skybox via cubemap. The standart procedure, a box with texgen enabled:
(1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0) planes for s, t, r respectively.

It looks just lovely, but(?) there where the top of the sky must be, I have a bottom, and other way round. All other sides are correct. First I thought I would be loading false textures. But everithing should be just fine! For GL_TEXTURE_CUBE_MAP_POSITIVE_Y I load top texture, for NEGATIVE the bottom one(the textures are correct). Now: If I load a bottom texture to a top cubemap face and via versa, I get correct skybox??? Odd…

Have you already tried to send explicit texCoord?

Perhaps you’ll find the bug…

When using texgen your planes are computed useng the modelview matrix currently loaded onto the stack. Maybe you’re forgetting to load the correct modelview matrix prior to enabling automatic texture generation…