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Problems with spherical environment mapping

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I'm using directx 9 and have been doing some environment mapping of late and have had some troubles with spherical mapping. For some reason the environment reflection gets rendered upsidedown and i'm not sure why. I've gotten cubic mapping working fine, but this problem has got me beat.
// constructing the sphere map texture
D3DXCreateTextureFromFileEx(g_pD3DDevice, "spheremap.jpg", 256, 256, 0, 0,

// rendering
D3DXMATRIX matEnvironmentAdjust;


g_pD3DDevice->SetTransform(D3DTS_TEXTURE0, &matEnvironmentAdjust);


g_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_SPHEREMAP | 0);

g_pD3DDevice->SetTexture(0, g_pSphereMap);


Any suggestions would be greatly appreciated. Cheers.

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Well if it's getting rendered upside down then can't you just flip it?

Oh...an I don't think "D3DTSS_TCI_SPHEREMAP | 0" is any different from just "D3DTSS_TCI_SPHEREMAP".

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Well I could just flip the texture image and it would look fine, but I would rather implement the correct solution.

And yes, you don't need the 0 in the SetTextureStageState call. Thanks for that.

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see the "Spherical Environment Mapping" topic in the help document.
it says , fixed pipeline using following fomula.
u=Nx/2 + 0.5
v=Ny/2 + 0.5

and,"v" increase downward in the fixed pipeline.

flip the image. lol
some1 already said and u dont want this.but this is best and only solution if u create texture coord with D3DTSS_TCI_SPHEREMAP.

of course the solution is for fixed shader.
if u use programmable-shader,u can make any tex-coordinates on your own.

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