   Drawing Contents of a Cubemap
  Hi,So, I'm trying to implement shadow cubemapping.  I'd like to get a look at the contents of the cubemap (to make sure it's right, before I really go rooting around with my shader code, which isn't working like I want it to).  I created a 2D overlay and tried to draw one of the cubemap faces onto it:glBindTexture(GL_TEXTURE_2D,GL_TEXTURE_CUBE_MAP_POSITIVE_X)glBegin(GL_QUADS)glTexCoord2d(0,0); glVertex2f(0,0)glTexCoord2d(1,0); glVertex2f(96,0)glTexCoord2d(1,1); glVertex2f(96,96)glTexCoord2d(0,1); glVertex2f(0,96)glEnd()I've also tried 3d texture coordinates.  The cubemap face is not drawn to the overlay.  Admittedly, I've never done this before, so this is sort of a guess.How do I draw a cubemap face to a 2D polygon, short of writing a shader to sample it "manually".Thanks,-G   
  >>glBindTexture(GL_TEXTURE_2D,GL_TEXTURE_CUBE_MAP_POSITIVE_X)that should be throwing up an error r u calling glGetError()?heres whta it should beglBindTexture( GL_TEXTURE_CUBE_MAP, textureID );;  Hey, thanks.Nope, no errors.I'm seeing the contents of the cubemap now, which is an improvement.  After much deliberation, I found this source, which provides a routine to draw a box with the environment map mapped onto it.  My rendition:glBegin(GL_QUADS)#xNegglTexCoord3f(neg_f, pos_f, neg_f); glVertex3f(-d,  d, -d)glTexCoord3f(neg_f, pos_f, pos_f); glVertex3f(-d,  d,  d)glTexCoord3f(neg_f, neg_f, pos_f); glVertex3f(-d, -d,  d)glTexCoord3f(neg_f, neg_f, neg_f); glVertex3f(-d, -d, -d)#xPosglTexCoord3f(pos_f, pos_f, pos_f); glVertex3f( d,  d,  d)glTexCoord3f(pos_f, pos_f, neg_f); glVertex3f( d,  d, -d)glTexCoord3f(pos_f, neg_f, neg_f); glVertex3f( d, -d, -d)glTexCoord3f(pos_f, neg_f, pos_f); glVertex3f( d, -d,  d)#yNegglTexCoord3f(neg_f, neg_f, neg_f); glVertex3f(-d, -d, -d)glTexCoord3f(neg_f, neg_f, pos_f); glVertex3f(-d, -d,  d)glTexCoord3f(pos_f, neg_f, pos_f); glVertex3f( d, -d,  d)glTexCoord3f(pos_f, neg_f, neg_f); glVertex3f( d, -d, -d)#yPosglTexCoord3f(pos_f, pos_f, neg_f); glVertex3f( d,  d, -d)glTexCoord3f(pos_f, pos_f, pos_f); glVertex3f( d,  d,  d)glTexCoord3f(neg_f, pos_f, pos_f); glVertex3f(-d,  d,  d)glTexCoord3f(neg_f, pos_f, neg_f); glVertex3f(-d,  d, -d)#zNegglTexCoord3f(pos_f, pos_f, neg_f); glVertex3f( d,  d, -d)glTexCoord3f(neg_f, pos_f, neg_f); glVertex3f(-d,  d, -d)glTexCoord3f(neg_f, neg_f, neg_f); glVertex3f(-d, -d, -d)glTexCoord3f(pos_f, neg_f, neg_f); glVertex3f( d, -d, -d)#zPosglTexCoord3f(neg_f, pos_f, pos_f); glVertex3f(-d,  d,  d)glTexCoord3f(pos_f, pos_f, pos_f); glVertex3f( d,  d,  d)glTexCoord3f(pos_f, neg_f, pos_f); glVertex3f( d, -d,  d)glTexCoord3f(neg_f, neg_f, pos_f); glVertex3f(-d, -d,  d)glEnd()The resultant box isn't accurate, though:The box appears to be upsidedown, but more to the point, the sides and top are stretched (and the front and back are identical).  In short, it would appear that there's no difference between glTexCoord3f(x,y,1) and glTexCoord3f(x,y,-1)!  Cubic environment mapping also works properly, so I know the cubemap is correct--I just can't see it.  Ideas?  Thanks,Ian   ;  I found the problem.  It was using the 2D texture (the last one of which was the environment's texture).  I had to enable GL_TEXTURE_CUBE_MAP and disable GL_TEXTURE_2D.  Then it works fine.  Thanks,   