OpenGL's Sphere Mapping

When I use Spherical Environment Mapping I want to get a UV coords from a vector.

OpenGL uses it’s own function to calculate
the UV coords for every vertex. The function can be found in MSDN under glTexGen.

If I want openGL to calculate the UV using the Reflection Vector, i.e to consider the Eye Vector and the Normal in his calculation, so I could use it for Reflection, how can I do that?