Now it is time for me to ask.
Can someone describe or suggest a solution to achieving environment mapping as seen in quake 3. It is ( as I think ) done with spherical or planar mapping texture coordinate generation.
I am not interested in mixing textures, etc. - just want to know about the math behind it.
The problem is that generic spherical mapping depends on camera rotation ( it uses eye coordinates ), also it distorts badly when applied to plane, when in quake 3 it does not. So it seems that we need to use planar mapping and/or playing with texture matrix.