Cubemap reflections

I have one small problem (math I guess)…
If I’m rendering 1st person shooter, I have a weapon or smthn like that in front of me…

gluLookAt(x,y,z,lx,ly,lz,ux,uy,uz);
renderworld();
glPushMatrix();
glDepthRange(0,0.01);
glLoadIdentity();
DrawModel1stpass();//Cubemap on Texgen (normal map) on, color 1,1,1,1
glDepthFunc(GL_EQUAL);
Drawmodel2ndpass();//Cubemp off, blend on, color 1,1,1,0.8, tex2d on
glDepthFunc(GL_LEQUAL);
glDepthRange(0,1);
glPopMatrix();

The problem is that even when I look around, (gluLookAt) reflections stays static, what can I do about that??

Change the texture matrix on the cubemap texture unit to follow the rotation of your player.

…in other words, the texture matrix should be the inverse of the rotational part of the modelview matrix. I did this yesterday, and the delphi code looks like this:

    { Calculate and load environment map texture transformation matrix }
    EnvMapMatrix[0,0]:=AModelView[0,0];
    EnvMapMatrix[0,1]:=AModelView[1,0];
    EnvMapMatrix[0,2]:=AModelView[2,0];
    EnvMapMatrix[0,3]:=0.0;
    EnvMapMatrix[1,0]:=AModelView[0,1];
    EnvMapMatrix[1,1]:=AModelView[1,1];
    EnvMapMatrix[1,2]:=AModelView[2,1];
    EnvMapMatrix[1,3]:=0.0;
    EnvMapMatrix[2,0]:=AModelView[0,2];
    EnvMapMatrix[2,1]:=AModelView[1,2];
    EnvMapMatrix[2,2]:=AModelView[2,2];
    EnvMapMatrix[2,3]:=0.0;
    EnvMapMatrix[3,0]:=0.0;
    EnvMapMatrix[3,1]:=0.0;
    EnvMapMatrix[3,2]:=0.0;
    EnvMapMatrix[3,3]:=1.0;
    glMatrixMode(GL_TEXTURE);
    glLoadMatrixd(@EnvMapMatrix);
    glMatrixMode(GL_MODELVIEW);

…in this case I assume that the modelview matrix is orthonormalized, which should be the case for you too.

Yes, thanks, I solved this problem.
But ther’s another one. I must calculate custom lightning on the same weapon model, so it comes that I must mul all light, eye, normal vectors, with inverse transpose gluLookAt matrix?

If it should be high quality, maybe.
Else do modelspace lighting (no weather ) by transforming the light into the model coordinate system. Works best with directional light and infinite viewer.