How can I solve this problem, while baking a high poly to a low poly one? I'm trying to bake textures to a low poly, and here is a glitch I can not understand:



My low poly unwrap is fully split, and the high poly use object mapping (cube map)coordinate which is a small cube.

Developing with OpenGL, I could imagine it comes from a bad texture coordinate for this particular vertex, but how could I verify that in blender?

Thanks in advance.

edit

Here is the uv's:



I've set The island margin of smart uv, to make sure no overlapping occurs, but the glitch reapears
.
edit

here is the .blend:



edit
Maybe theres a trick with Object Mapping Coord, or a bug.

I've tried with generated mapping, no problems, But I would have preferred object mapping, for uniformity across models.
Finally, the way to solve this glitch is to set viewport shading to Rendered while baking.



This is clearly a bug in old rendering engine which seems solved in new Rendered viewport engine.