首先创建顶点数组
            
            
              cpp
              
              
            
          
          unsigned int m_uiVaoBufferID;
glGenVertexArrays(1, &m_uiVaoBufferID);然后创建顶点缓冲区
            
            
              cpp
              
              
            
          
              float skyboxVertices[] = {
        // positions
        -1.0f,  1.0f, -1.0f,
        -1.0f, -1.0f, -1.0f,
         1.0f, -1.0f, -1.0f,
         1.0f, -1.0f, -1.0f,
         1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f, -1.0f,
        -1.0f, -1.0f,  1.0f,
        -1.0f, -1.0f, -1.0f,
        -1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f, -1.0f,
        -1.0f,  1.0f,  1.0f,
        -1.0f, -1.0f,  1.0f,
         1.0f, -1.0f, -1.0f,
         1.0f, -1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f,  1.0f, -1.0f,
         1.0f, -1.0f, -1.0f,
        -1.0f, -1.0f,  1.0f,
        -1.0f,  1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f, -1.0f,  1.0f,
        -1.0f, -1.0f,  1.0f,
        -1.0f,  1.0f, -1.0f,
         1.0f,  1.0f, -1.0f,
         1.0f,  1.0f,  1.0f,
         1.0f,  1.0f,  1.0f,
        -1.0f,  1.0f,  1.0f,
        -1.0f,  1.0f, -1.0f,
        -1.0f, -1.0f, -1.0f,
        -1.0f, -1.0f,  1.0f,
         1.0f, -1.0f, -1.0f,
         1.0f, -1.0f, -1.0f,
        -1.0f, -1.0f,  1.0f,
         1.0f, -1.0f,  1.0f
    };
unsigned int m_uiVboBufferID;
glGenBuffers(1, &m_uiVboBufferID);
glBindBuffer(GL_ARRAY_BUFFER, m_uiVboBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0))
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), 0);创建并编译shader(这里我将编译shader封装成了类,通用的用法)
            
            
              cpp
              
              
            
          
          m_pShaderObject = new CShaderObject("/res/shaders/skybox.shader", m_pOpenglParent);创建纹理
            
            
              cpp
              
              
            
          
          glGenTextures(1, &m_uiBufferID);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_uiBufferID);
std::vector<std::string> strFilePathVector = {
    "/res/textures/skybox2/cube_+x.png",
    "/res/textures/skybox2/cube_-x.png",
    "/res/textures/skybox2/cube_+y.png",
    "/res/textures/skybox2/cube_-y.png",
    "/res/textures/skybox2/cube_+z.png",
    "/res/textures/skybox2/cube_-z.png",
};
int iWidth, iHeight, iBpp;
for(unsigned int i=0; i<strFilePathVector.size(); i++){
    stbi_set_flip_vertically_on_load(0);
    unsigned char* data = stbi_load(strFilePathVector.at(i).c_str(), &iWidth, &iHeight, &iBpp, 0);
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, \
                                                GL_RGB, iWidth, iHeight, 0, \
                                                GL_RGB, GL_UNSIGNED_BYTE, data);
    if(data){
        stbi_image_free(data);
    }
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);我们把下述全景图片进行切割后载入到程序中

以下是切割后的图片






以下是图片顺序

推荐一款由全景图片切成符合opengl六面图的工具:PanoSplit - Microsoft Store 中的官方应用
或者微软应用商店搜索PanoSplit