Okay I got it. Just some wrong pixel interpretations. I’m trying to fix it. Thought I found it but did not :D
gl.glTexImage2D(GL.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL.GL_RGBA, tex.width, tex.height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, byteBuffer);
results in a red tinted cubemap texture