   opengl cube maps
  how do you create a cube map that is compatable with the cg 'samplerCUBE' type?(in openGL of course)   
  You can find all you need at ARB_texture_cube_mapbut i'll summarize a bit to the best of my knowledge//you generate the texture as normalunsigned intCubeName;glGenTextures(1, &CubeName)//then you bind it "like normal" except with a different constant for your targetglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, CubeName);//    NOTE: with newer versions of glext.h GL_TEXTURE_CUBE_MAP_ARB may NOT be//valid because the extension has been promoted to core//(I actually dont know if it's been promoted, but its probable)//and thus you should use GL_TEXTURE_CUBE_MAP instead//I will no longer make note of it, but all other constants//that end in _ARB, may or may not need the _ARB//(either they all will need it or they all will not)//and theres also a good chance both will be valid//Then you load the texture images for each cube map faceglTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, pxData);glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, nxData);glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, pyData);glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, nyData);glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, pzData);glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, GL_RGB, 64, 64, 0, GL_RGB, GL_UNSIGNED_BYTE, nzData);//where pxData, nxData, pyData, nyData, pzData, and nzData are the positive x, negative x, positive y, negative y, positive z, and negative z cube faces, respectively//you enable cube mapping with:glEnable(GL_TEXTURE_CUBE_MAP_ARB);//and you set up your texture coordinate generation so that the cube is sampled//properly//for a reflection cube map    glTexGenfv(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);    glTexGenfv(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);    glTexGenfv(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_ARB);    glEnable(GL_TEXTURE_GEN_S);    glEnable(GL_TEXTURE_GEN_T);    glEnable(GL_TEXTURE_GEN_R);//for a "normal" cube map    glTexGenfv(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);    glTexGenfv(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);    glTexGenfv(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_ARB);    glEnable(GL_TEXTURE_GEN_S);    glEnable(GL_TEXTURE_GEN_T);    glEnable(GL_TEXTURE_GEN_R);//note that you MUST supply the normals of your primitive in order for the texture generation to work properlyand this is cubemapping to the best of my knowledgeEDIT: of course, if you're asking how to bind it to a cg program samplerCUBE, i'm of no use to you atm (of course i may have been of no use anyways haha)hope that helps-Dan   ;  Doh!I thought it was alot more complicated than that.Thanks.Btw.Is it possible to bind a single face on the cube map as a normal GL_TEXTURE_2D?That way I wouldn't have ot load it twice, and save some memory.   