hi there!
first sketch i wrote from scratch:
http://users.telenet.be/k-labs/processing/cubicVR/cubicVR5.zip
its a basic cubicVR aplication similar to quicktimeVR, 6 images are mapped on the planes of a cube. 
is still need to change the controls for the camera etc... but i noticed that the edges of the planes are still visible which destroys the illusion completely...
i can't find a way of making them disappear 

any tips welcome. 
Code:
import processing.opengl.*;
float rotx = PI/4;
float roty = PI/4;
int s = 200;
int m = 400;
PImage a, b, c, d, e, f;
void setup() {
  size(400, 400, OPENGL);
  a = loadImage("V01.jpg");
  b = loadImage("V02.jpg");
  c = loadImage("V03.jpg");
  d = loadImage("V04.jpg");
  e = loadImage("V05.jpg");
  f = loadImage("V06.jpg");
  textureMode(IMAGE);
  //smooth();
  noStroke();
}
void draw() {
  background(255);
  translate(width/2.0, height/2.0, -100);
  camera(0.0, 0.0, 0.0, // eyeX, eyeY, eyeZ
  10, rotx, roty, // centerX, centerY, centerZ
  0.0, 1.0, 0.0); // upX, upY, upZ
  // +Z "front" face
  beginShape();
  texture(a);
  vertex(-s, -s,  s, 0, 0);
  vertex( s, -s,  s, m, 0);
  vertex( s,  s,  s, m, m);
  vertex(-s,  s,  s, 0, m);
  endShape();
  // -Z "back" face
  beginShape();
  texture(c);
  vertex( s, -s, -s, 0, 0);
  vertex(-s, -s, -s, m, 0);
  vertex(-s,  s, -s, m, m);
  vertex( s,  s, -s, 0, m);
  endShape();
  // +Y "bottom" face
  beginShape();
  texture(f);
  vertex(-s,  s,  s, 0, 0);
  vertex( s,  s,  s, m, 0);
  vertex( s,  s, -s, m, m);
  vertex(-s,  s, -s, 0, m);
  endShape();
  // -Y "top" face
  beginShape();
  texture(e);
  vertex(-s, -s, -s, 0, 0);
  vertex( s, -s, -s, m, 0);
  vertex( s, -s,  s, m, m);
  vertex(-s, -s,  s, 0, m);
  endShape();
  // +X "right" face
  beginShape();
  texture(b);
  vertex( s, -s,  s, 0, 0);
  vertex( s, -s, -s, m, 0);
  vertex( s,  s, -s, m, m);
  vertex( s,  s,  s, 0, m);
  endShape();
  // -X "left" face
  beginShape();
  texture(d);
  vertex(-s, -s, -s, 0, 0);
  vertex(-s, -s,  s, m, 0);
  vertex(-s,  s,  s, m, m);
  vertex(-s,  s, -s, 0, m);
  endShape();
}
void mouseDragged() {
  float rate = 0.1;
  rotx += (pmouseY-mouseY) * rate;
  roty += (mouseX-pmouseX) * rate;
}