thanks guys... it took me long enough to get it working half right...
actually... there's no secret... the basis for the code is in the archives somewhere, and rob cummings (is that you oneeyed :) ) was generous enough to let us 'look at' his cube demo code a while back...
my stuff is a direct outgrowth of these code pieces... 6 sided cube mapping... what i did waste a lot of time with, was not setting the cubemapping camera range far enough to get my skybox reflecting... aside from that, it's nothing new or special...
i'm just riding on the shoulders of those who came before me... and i'm appreciative of their ingenuity, and their generosity...
Vorderman... yes, you are quite correct... i'm playing around with this, and a few other things, now, in order to make it a lil less mirror like... and a lil more ocean like...
remember a while back i put forth a sort of challenge to see who could come up with some water that looked like, or came as close to the water in this scene...

well... i'm still trying... but to be honest, i haven't got a clue on how to get the refracted stuff in there... and the whitecaps...
damn... i should've decided to make an underground fps instead of a game on the water...
any suggestions... please... :)
--Mike