Problem with plain old per vertex reflection cubemap

Hello;
Im trying to make refletive cubemap works here, but its upsidedown in the objects…im enabling it in

  

glActiveTexture(GL_TEXTURE1_ARB);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
		glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2);
		glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);

		glEnable(GL_TEXTURE_CUBE_MAP_EXT);

		glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT);
		glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT);
		glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT);


		glEnable(GL_TEXTURE_GEN_S);
		glEnable(GL_TEXTURE_GEN_T);
		glEnable(GL_TEXTURE_GEN_R);


glBindTexture(GL_TEXTURE_CUBE_MAP_EXT, env_tex);
		glActiveTexture(GL_TEXTURE0_ARB);

I read that i should put

 

//mat is the affine inverse of camera modelview
glMatrixMode(GL_TEXTURE);	
			glLoadMatrixf((float*)&mat);		
			glMatrixMode(GL_MODELVIEW);
 

into the setup, but its making no diference…i tried to put some bizarre things, like glScalef(1000,0,1), but no difference too…can u see any error in my code?
Thanks in advance

I’m guessing you have the wrong texture unit active when you load your matrix.

If your cubemap is in texture unit 1, try loading your texture matrix while that unit is still active.