 		 * @return Returns a left-handed view Matrix3D to convert world coordinates into eye coordinates
 		 *
 		 */
-		public function lookAt(eye		: Vector4,
-							   lookAt 	: Vector4,
-							   up		: Vector4	= null) : Matrix4x4
+		public function view(eye	: Vector4,
+							 lookAt : Vector4,
+							 up		: Vector4	= null) : Matrix4x4
 		{
 			Vector4.subtract(lookAt, eye, TMP_VECTOR4);
 			

			);
			
			return this;
		}
		
		/**

					+ 'and the up vector appear to be the same.');
			}
			
			var	m41	: Number	= - (x_axis_X * eye_X + x_axis_Y * eye_Y + x_axis_Z * eye_Z);
			var	m42	: Number	= - (y_axis_X * eye_X + y_axis_Y * eye_Y + y_axis_Z * eye_Z);
			var	m43	: Number	= - (z_axis_X * eye_X + z_axis_Y * eye_Y + z_axis_Z * eye_Z);
			
			initialize(
				x_axis_X,	y_axis_X,	z_axis_X,	0.,
