   normalizing cube map
  how does a normalizing cube map work?  I cant seem to find an artical that addresses it.  
  The idea of it to turn a vector into the normalized version of itself.  Each pixel in the cube map has a vector stored in it.  rgb = 0.5*xyz+0.5 which is then converted into a signed vertex.  It is used mainly in the pixel shader because it is a lot cheaper than a full normalization function and more accurate than estimated ways.  The most useful thing about them is I believe they only use one instruction.  A full blown algorithm would take up a good deal more.  