All the examples above use the vertednormal data in object space to map
into the texture. This means that if our object moves in the 3D space, the texture
will be 'stuck' onto it. This may not be desirable in the case of environment
mapping. As the object moves in the world, you want the reflections to change
accordingly. In order for the map to move, you need to pass in the vertednormal
data modified by the current transformation space. Use the OpenGL command