I’ve just implemented enviroment mapping using GL_SPHERE_MAP (like described in Red Bood) and another version of env.mapping using GL_REFLECTION_MAP_NV (extension GL_NV_texgen_reflection or GL_EXT_texgen_reflection)
Implementation is exactly the same, but result is looking totally different.
I suggest using the ARB_texture_cube_map extension which gives you the same thing without the vendor-specific name It was folded into OpenGL 1.3 as a core feature, too.