Original Post
I think webjeff posted a similar question a few weeks ago, but the topic seems to be closed, so sorry for bumping. I'm trying to render a cubemap onto a cube, but no matter if I do it with shaders or with fixed-function using D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR, I always see the same part of the texture (about a 180 degrees fisheye view) independent of which face of the cube I'm looking at. The cubemap itself is fine, I checked that. The fixed-function code is this: The worldmatrix comes from the cube, the viewmatrix from a moveable camera. If anyone could give me a working example (needn't be C#) I'd be very grateful.
device.SetTexture(0, cubeMaptex);
device.TextureState[0].ColorOperation =
TextureOperation.SelectArg1;
device.TextureState[0].ColorArgument1 =
TextureArgument.TextureColor;
device.TextureState[0].TextureCoordinateIndex =
(int)TextureCoordinateIndex.CameraSpaceReflectionVector;
device.TextureState[0].TextureTransform =
TextureTransform.Count3;
mesh.DrawSubset(0);