Sphere mapping, a.k.a. reflection mapping or environment mapping, is a texgen mode that simulates a reflective surface.
It is enabled by setting the texgen mode to GL_SPHERE_MAP.
There are no additional parameters.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP) glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP)
texture: |
A sphere-mapped texture coordinate is computed by taking the vector from the viewpoint (the eye), and reflecting it about the surface's normal vector. The resulting direction is then used to look up a point in the texture. The texture image is assumed to be warped to provide a 360 degree view of the environment being reflected.
If you don't care about realistically exact reflections, though, any texture can be used.
texture: |