How to implement a standard cubemapped skybox?

So after HOURS of searching the net…this thread was the savoiour

If you get thru this thread and get tothe point wher you have an HDR (blurry or not) mapped using Camera Vectore and ParamCube, you’ll probably see it upside down.

ALl you need to do is first mult camera vector with a constant3Vector (0,0,-1) and bam…wight way up.

I feel like this technique is a bit primitive, and byt now there must be a correct way of viewing your HDR as a sky box/sphere without any fuss. But maybe not.?

Cheers

-P