Original Post
Hi,
i have problems with cube mapping. OK, i have built a simple OpenGL app that uses each side of a prerendered skybox as the cubemap textures, then i draw a simple rectangular window, and the reflections are shown.
but what i dont understand is why some other demos manipulate the texture matrix to "perspective correct" it? what does that mean? in my sample, if look around, the reflection changes, but it should only change when i move. how can i do this?
im totally confused!!
what does OpenGL for me and what do i have to do on my own? What is considered "correct cube mapping" to do reflections? I have read the nvidia paper but i´m still confused
I would be glad if anyone could help me a bit
thanks
Gammastrahler