With the cube mapped reflection would I expect to see a change in the reflection that occurs in front of the camera when I strafe? Would I expect to see much of a change with forward motion? Is the cube map infinitely far away so that motion in regards to it doesn't register unless you're rotating?
It seems to match the behavior I'm seeing. I've put up a series of 6 planes for a skybox and applied the textures that get loaded into the cube map onto those planes. The reflection doesn't match even when the planes are scaled to the same size as the textures being applied.
I'm not sure if I'm justifying wonky output or if I'm explaining away that oh so common user error. As you can see with the image below I've strafed to the left, but the image reflected directly in front of the camera is the same image seen at (0,0,0). I've placed the newest iteration of the GLSL shader source below. The reflection I return is also really high up on the plane of the cube map. Its rendering sky where if it were matched up directly I'd expect to see the mountains then sky.
Vertex Shader:
attribute float time;varying vec3 vReflection;uniform vec3 camera;void main(){ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec3 vView = gl_Vertex.xyz - camera.xyz; vReflection = reflect(vView, gl_Normal);}
Fragment Shader:
uniform samplerCube CubeMap;varying vec3 vReflection;void main (void){ gl_FragColor = textureCube(CubeMap, vReflection);}