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About cg texture mapping

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Hi I want to do a texture mapping in my cg shader. I get a reflected vector. I want to get a color based on the reflected vector. usually it's like this: float4 reflectedColor = texCUBE(environmentMap, vReflect); But the problem is: I am using HDR images. I got the images from: http://www.debevec.org/Probes/ Is there any texture mapping mode for mirrored ball texture in cg? Please help me out. [Edited by - william7ba on March 29, 2006 5:50:56 PM]

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