I’ve update your code based on the following two examples:
Equirectangular panorama: Instead of scaling the mesh, you have to apply a scale to the geometry instead. By executing the following code, you invert the geometry on the x-axis so that all of the faces point inward.
geometry.scale( - 1, 1, 1 );
Dynamic Cubemaps: When the
CubeCamera is updated, you should make the meshes invisible that apply the respective render target as an environment map. Otherwise a source and destination texture of the current draw are the same.
Updated fiddle with latest
BTW: You still get some material related warnings. You should clean these up in your imported