I might not be looking at this correctly, but when I use a cubemap texture on a sphere, it seems like the reflection is a 360 degree projection instead of 180, i.e. I can see reflections of objects that should be behind the sphere.
MD
edit - It may be related to this in the vertex shader:
in the orange book, it looks more like this: (pg 267 2nd ed.)
vec3 texgen(vec3 camVector, vec3 camSpaceNorm) {
return reflect(camVector, camSpaceNorm);
ok, I am wrong about the change to the code, that just puts it into worldspace.
I just looked at it again, and it has to do with the way the cubemap works. In my example, when you look at the sphere dead on, you should never see more than 5 walls of the cube. What I have done to get what I think is a more realistic result is to multiply the normal by a constant to clip off the infinite reflection around the edges.