GL_EYE_LINEAR



glTexGeni ( GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGenfv ( GL_{ S, T, R, Q }, GL_EYE_PLANE, { Sparm, Tparm, Rparm, Qparm } );
glEnable ( GL_TEXTURE_GEN_{ S, T, R, Q } );




Texture Coordinates = T x G x Mo-1 x Eye Coordinates
- Texture fixed in Eye Space -



where Mo = Modelview Matrix when glTexGen() is invoked

Eye Coordinates = M x Object Coordinates,
M = Current Modelview Matrix