I have updated the local cubemap reflections in two ways. Firstly they now use the per pixel correct position of the object to calculate the reflections, This gives a more realistic reflection especially when near the boundaries of the area they are reflecting.
Secondly I added an example which uses AABB/Ray collision detection to determine the reflection rather than the Sphere/Ray method used before. The difference this makes can be seen in the reflections of the objects. In the above picture (AABB) the reflections of the room maintain the straight lines of the room where as in the image below (Sphere) the reflection is slightly curved.