| You have to either create it in your code by rendering 6 sides of the cubemapped mesh or load a custom pre-rendered cube map. 
 Here is the B3D cubemapping example code;
 
 
 
Function UpdateCubemap(tex,camera,entity,ocam,flat=True,refraction=True)
	If tex<>0 
		CameraProjMode ocam,0
		CameraRange	camera,1.0,10000.0
	
		tex_sz=TextureWidth(tex)
		; Show the camera we have specifically created for updating the cubemap
		ShowEntity camera
	
		; Hide entity that will have cubemap applied to it. This is so we can get cubemap from its position, without it blocking the view
		HideEntity entity
		; Position camera where the entity is - this is where we will be rendering views from for cubemap
		If flat
			PositionEntity camera,EntityX#(ocam,True),EntityY#(entity,True)-(EntityY(ocam,True)-EntityY(entity,True)),EntityZ(ocam,True)
		Else
			PositionEntity camera,EntityX#(entity,True),EntityY#(entity,True),EntityZ#(entity,True)
		End If
		CameraClsMode camera,False,True
	
		; Set the camera's viewport so it is the same size as our texture - so we can fit entire screen contents into texture
		CameraViewport camera,0,0,tex_sz,tex_sz
		; Update cubemap
		; do left view	
		SetCubeFace tex,0
		RotateEntity camera,0,90,0
		RenderWorld
		CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(tex)
	
		; do forward view
		SetCubeFace tex,1
		RotateEntity camera,0,0,0
		RenderWorld
		CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(tex)
	
		; do right view	
		SetCubeFace tex,2
		RotateEntity camera,0,-90,0
		RenderWorld
		CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(tex)
	
		; do backward view
		SetCubeFace tex,3
		RotateEntity camera,0,180,0
		RenderWorld
		CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(tex)
	
		; do up view
		SetCubeFace tex,4
		RotateEntity camera,-90,0,0
		RenderWorld
		CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(tex)
		; do down view
		SetCubeFace tex,5
		RotateEntity camera,90,0,0
		RenderWorld
		CopyRect 0,0,tex_sz,tex_sz,0,0,BackBuffer(),TextureBuffer(tex)
	
		; Show entity again
		ShowEntity entity
	
		; Hide the cubemap camera
		HideEntity camera
		CameraProjMode ocam,1
	End If
		
End Function
 
 
  I don't know what kind of texture I must use when I need cubic environment.  
 
 Here, it's what it looks like;
 
 
   
 
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