title: OpenGL : Cube Map texture, no UV mapping
body: <p>So far, when learning Open GL (shader version), I've been texturing cubes by UV mapping the object coordinates to the texture coordinates. So I pass a vertex buffer and a UV buffer to my shader code.  </p>
  
  <p>But now when I'm reading up on skybox from various tutorials, the process seems very different, and quite confusing. First, they're using Cube Map texturing. I understood what Cube Map texturing is supposed to do, but I didn't understand how the tutorials are implementing it. For example, most of these tutorials write a separate fragment shader for the Skybox. Why can't I use the same fragment shader that I use for all my other cube objects? And, there is no explicit UV mapping being done. </p>
  
  <p>Is there a good explanation of how a cube map texture is to be implemented?</p>