cube map

i created a cube map … now i want to draw a cube using this texture … but i don’t know how to set the coords …

  glMatrixMode(GL_MODELVIEW);
  glDisable(GL_LIGHTING);
  glPushMatrix();
  glColor3f(1.0,1.0,1.0);
  
  glBegin(GL_QUADS);
  
	  //unten
	  glNormal3f(0,-1,0);
	  glVertex3fv(m_bounding_box_vertex[0]);
	  glVertex3fv(m_bounding_box_vertex[1]);
	  glVertex3fv(m_bounding_box_vertex[5]);
	  glVertex3fv(m_bounding_box_vertex[4]);
  
	  //vorne
	  glNormal3f(0,0,1);
	  glVertex3fv(m_bounding_box_vertex[0]);
	  glVertex3fv(m_bounding_box_vertex[1]);
	  glVertex3fv(m_bounding_box_vertex[3]);
	  glVertex3fv(m_bounding_box_vertex[2]);
  
	  //links 
	  glNormal3f(-1,0,0);
	  glVertex3fv(m_bounding_box_vertex[0]);
	  glVertex3fv(m_bounding_box_vertex[4]);
	  glVertex3fv(m_bounding_box_vertex[6]);
	  glVertex3fv(m_bounding_box_vertex[2]);
  
	  //rechts
	  glNormal3f(1,0,0);
	  glVertex3fv(m_bounding_box_vertex[1]);
	  glVertex3fv(m_bounding_box_vertex[5]);
	  glVertex3fv(m_bounding_box_vertex[7]);
	  glVertex3fv(m_bounding_box_vertex[3]);
  
	  //hinten
	  glNormal3f(0,0,-1);
	  glVertex3fv(m_bounding_box_vertex[4]);
	  glVertex3fv(m_bounding_box_vertex[5]);
	  glVertex3fv(m_bounding_box_vertex[7]);
	  glVertex3fv(m_bounding_box_vertex[6]);
  
	  //oben
	  glNormal3f(0,1,0);
	  glVertex3fv(m_bounding_box_vertex[2]);
	  glVertex3fv(m_bounding_box_vertex[3]);
	  glVertex3fv(m_bounding_box_vertex[7]);
	  glVertex3fv(m_bounding_box_vertex[6]);

  glEnd();
  glPopMatrix();
 

do i have to use glTexCoord3f … or something like this ??

Yes, you have to use glTexCoord3f.
Simply imagine, you were standing inside the cube. (0,0,0) is its center. (-1,1,-1) is the upper left front “vertex”. (1,1,-1) is the upper right front “vertex”. Et cetera.

Hope that helps you.

Jan.

Or you can use one of the useful texgens provided with cubemap functionality.
These are NORMAL_MAP_ARB and REFLECTION_MAP_ARB, the former mapping your vertex normal (glNormal) into the texture coordinate, and the latter mapping the reflection vector computed from the normal end the eye coordinate, a bit like SPHEREMAP but dedicated to cubemap lookup.