I’m using a cubemap for rendering reflections in the scene, and have problems transforming the Texture matrix stack to get the reflection to render correctly.

I’ve gone through several demos (nvidia’s bubble demo and Nutty’s tron demo to name a few), and have checked through lots of posts on this board, and the only info I’ve come up with is ‘the Texture matrix stack must be the inverse of the Modelview matrix stack’

Now, the question I would like to ask is, how does the Projection matrix stack come in then? If I’m using the Projection matrix to transform my ‘camera’ or eye-coordinates, does the Texture matrix have to be an inverse of Projection x Modelview?

I’ve tried this and it still doesn’t look right.

Thanks in advance.