makeCubeMap Reflections Not Laterally Inverted

No, it’s more like the UV is in eye space rather than world space :

from pandac.PandaModules import *
from direct.actor.Actor import Actor
import direct.directbase.DirectStart

panda = Actor("panda",{"walk":"panda-walk"})
panda.reparentTo(render)
panda.loop("walk")
panda.setY(-20)

CM=CardMaker('')
CM.setFrame(-20,20,0,50)
card=render.attachNewNode(CM.generate())
card.showTightBounds()

cubeCameraMask=BitMask32.bit(1)
rig=NodePath('rig')
reflectionbuffer = base.win.makeCubeMap('env', 512, rig,cubeCameraMask)
lens = rig.find('**/+Camera').node().getLens()
lens.setNearFar(.1, 100000)
rig.setPos(card.getParent(),card.getBounds().getCenter())
rig.wrtReparentTo(card)
card.hide(cubeCameraMask)

texstage=TextureStage('default')
card.setTexGen(texstage, TexGenAttrib.MWorldCubeMap)
card.setTexture(texstage,reflectionbuffer.getTexture())

camera.setPos(7.25, -124.49, 113.62)
camera.setHpr(3.43, -40.39, -8.25)
mat4=Mat4(camera.getMat())
mat4.invertInPlace()
base.mouseInterfaceNode.setMat(mat4)
base.bufferViewer.enable(1)
run()

Not sure what your example proves – the Panda’s refection is bigger than the Panda; did you just mean to illustrate this limitation in reflections, or are you showing me how to change something so the refection is the same size as the Panda and would get smaller if the Panda moved away from the mirror?

It was just to let you know that you should provide some sample code if you want to alert the devs about something which is definitely broken.