title: OpenGL why is the cube map warping while looking around?
body: <p>Before implementing a shader cubemap I tried to make a skybox manually with six textures around it, but I get distortion while rotating. </p>
  
  <p>In GL 3.3 using cubemap uniforms, is there some added math magic behind the scenes (that counteracts distortion), versus creating six flat faces and applying a texture to each side manually ?</p>
  
  <p>Example<br>
  Here is a skymap using six individual textures. You can see the distortion at the cube corner as the scene rotates
  <a href="https://i.stack.imgur.com/Q4XV9.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/Q4XV9.jpg" alt="frame 1"></a>
  <a href="https://i.stack.imgur.com/YWfNl.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/YWfNl.jpg" alt="frame 2"></a>
  <a href="https://i.stack.imgur.com/bkHfT.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/bkHfT.jpg" alt="frame 3"></a></p>