 					+ '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);
+			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.,

			);
			
			return this;
		}
		
		/**

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