Hello,
my reflections are wrong. I have changed a lot of the code, but didn't find the error. It would be great if you can help me.

Texture generation:
Code :
		m_cubeMap = new int[1];
		m_cubeFB  = new int[1];
 
		// create the cube map
		glGenTextures  ( 1, m_cubeMap, 0 );
        glBindTexture  ( GL_TEXTURE_CUBE_MAP, m_cubeMap[0] );
 
        for( int i = 0; i < 6; i++ ) {
        	glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, m_cubeMapSize, m_cubeMapSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, null );
        }
 
        glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, 	 GL_CLAMP_TO_EDGE );
        glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, 	 GL_CLAMP_TO_EDGE );
 
        glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
        glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR );       	
 
 
        glGenFramebuffers ( 1, m_cubeFB, 0 );    
        glBindFramebuffer( GL_FRAMEBUFFER, m_cubeFB[0] );
        glFramebufferTexture2D   ( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, m_cubeMap[0], 0 );
 
        if( LoggerConfig.ON )
        	checkGlError( "InitRefCubeMap()" );
 
 
		// check status
		if( glCheckFramebufferStatus( GL_FRAMEBUFFER ) != GL_FRAMEBUFFER_COMPLETE ) {
			if( LoggerConfig.ON )
	        	Log.e( "MESH", "CubeMap Framebuffer incomplete: " + glCheckFramebufferStatus( GL_FRAMEBUFFER ) );
 
			return;
		}
 
        // glBindRenderbuffer( GL_RENDERBUFFER, 	 0 );
        glBindFramebuffer ( GL_FRAMEBUFFER,	     0 );    
        glBindTexture	  ( GL_TEXTURE_CUBE_MAP, 0 );


Iterate through all faces ( 0 <= p_face >= 6) and draw after this:
Code :
    glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + p_face, m_cubeMap[0], 0 );   
 
        glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
        glClear( GL_COLOR_BUFFER_BIT );
 
        if( LoggerConfig.ON )
        	checkGlError( "DrawRefCubeMap() Activate Face " + p_face );       
 
 
        float mvMatrix[] = new float[16];
 
        switch( p_face ) {
        case POSITIVE_X:
            setLookAtM( mvMatrix, 0, 
        		      	0.0f,  0.0f,  0.0f,
        		        1.0f,  0.0f,  0.0f, 
        		      	0.0f,  1.0f,  0.0f ); 
            break;
 
        case NEGATIVE_X:
            setLookAtM( mvMatrix, 0, 
    		      		0.0f,  0.0f,  0.0f,
    		      	   -1.0f,  0.0f,  0.0f, 
    		      		0.0f,  1.0f,  0.0f ); 
            break;
 
        case POSITIVE_Y:
            setLookAtM( mvMatrix, 0, 
                		0.0f,  0.0f,  0.0f,
    	    			0.0f,  1.0f,  0.0f, 
    	    			0.0f,  0.0f,  1.0f  ); 
            break;
 
        case NEGATIVE_Y:
            setLookAtM( mvMatrix, 0, 
                		0.0f,  0.0f,  0.0f,
    	    			0.0f, -1.0f,  0.0f, 
    	    			0.0f,  0.0f,  1.0f ); 
            break;
 
        case POSITIVE_Z:
            setLookAtM( mvMatrix, 0, 
                		0.0f,  0.0f,  0.0f,
    					0.0f,  0.0f,  1.0f, 
    					0.0f,  1.0f,  0.0f  ); 
            break;
 
        case NEGATIVE_Z:
            setLookAtM( mvMatrix, 0, 
                		0.0f,  0.0f,  0.0f,
    					0.0f,  0.0f, -1.0f, 
    					0.0f,  1.0f,  0.0f ); 
            break;
 
        default:
        	return;
        };
 
        translateM( mvMatrix, 0, -m_cubeCenter[0], -m_cubeCenter[1], -m_cubeCenter[2] );
 
        float projMatrix[] = new float[16];
        perspectiveM( projMatrix, 0, 90.0f, 1.0f, 0.01f, 100.0f );  // will the near clip plane size sufficient?
 
        float mvpMatrix[] = new float[16];
        multiplyMM( mvpMatrix, 0, projMatrix, 0, mvMatrix, 0 );
 
        float[] MVMatrix_In = new float[16];
        float[] normalMat   = new float[16];
        invertM( MVMatrix_In,  0, mvMatrix,    0 );
        transposeM( normalMat, 0, MVMatrix_In, 0 );
 
        glUniformMatrix4fv( m_simplePhongShader.m_uMVMatrix, 	 1, false, mvMatrix,  0 ); 
        glUniformMatrix4fv( m_simplePhongShader.m_uMVPMatrix,    1, false, mvpMatrix, 0 ); 
        glUniformMatrix4fv( m_simplePhongShader.m_uNormalMatrix, 1, false, normalMat, 0 );

Fragement shader (world positions used):
Code :
vec3 camRay  = normalize( v_PosW - u_CameraCenter );
vec3 wNormal = normalize( v_NormalW );
gl_FragColor = textureCube( u_CubeMap, normalize( reflect( camRay, wNormal ) ) );

Thank you!