title: SKVideoNode only on a small part of SCNSphere
body: <p>I'm using SKVideoNode as a material for my sphere for 360 video, but it only renders the video on the xy positive part of the sphere, I'm streaming the video from a URL it's a <code>.m3u8</code> for reference see - <a href="https://stackoverflow.com/questions/33381234/skvideonode-as-texture-for-scnsphere">SKVideoNode as texture for SCNSphere</a>
  Multiple people seem to be having the same issue as me</p>
  
  <pre><code>func makeSphere() {
  
      let sceneView = SCNView(frame: self.view.frame);
      self.view.addSubview(sceneView);
  
      var screenSize: CGRect = UIScreen.mainScreen().bounds;
  
      var screenWidth = screenSize.width;
      var screenHeight = screenSize.height;
  
      sceneView.frame.size.height = screenHeight * 1;
      sceneView.frame.size.width = screenWidth * 1;
      sceneView.center.x = screenWidth * 0.5;
  
      let scene = SCNScene();
      sceneView.scene = scene;
  
      sphereGeometry = SCNSphere(radius: 5);
  
      sphereNode = SCNNode(geometry: sphereGeometry);
  
      sphereNode.position = SCNVector3(x: 0, y: 0, z: 0);
  
      sphereGeometry.segmentCount = 55;
  
      constraint = SCNLookAtConstraint(target: sphereNode);
  
      let camera = SCNCamera();
      let cameraNode = SCNNode();
      cameraNode.camera = camera;
      cameraNode.position = SCNVector3(x: 0, y: 0, z: 0);
  
      let light = SCNLight();
      light.type = SCNLightTypeOmni;
      let lightNode = SCNNode();
      lightNode.light = light;
      lightNode.position = SCNVector3(x: 0, y: 0, z: 0);
  
      cameraNode.constraints = [constraint];
  
      scene.rootNode.addChildNode(cameraNode);
      scene.rootNode.addChildNode(sphereNode);
  
      let videoMaterial = SCNMaterial();
  
      let path = "http://video-url.m3u8";
      let url  = NSURL(string: path);
      let asset = AVURLAsset(URL: url!,options: nil);
      let playerItem = AVPlayerItem(asset: asset);
      let player = AVPlayer(playerItem: playerItem);
      let videoNode = SKVideoNode(AVPlayer: player);
  
      let size = CGFloat(100.0);
      let spriteScene = SKScene(size: CGSizeMake(size,size));
      videoNode.size.width = size;
      videoNode.size.height = size;
      spriteScene.addChild(videoNode);
  
  
      videoMaterial.diffuse.contents = spriteScene;
      videoMaterial.specular.contents = UIColor.redColor();
      videoMaterial.shininess = 1.0;
      videoMaterial.doubleSided = true;
  
      sphereGeometry.materials = [videoMaterial];
      videoNode.play();
  
      }
  </code></pre>
  
  <p>You can use the code above to reproduce my problem, if it makes a difference, when I display an image it works just fine.</p>
  
  <p><strong>EDIT</strong></p>
  
  <p>Using <code>videoMaterial.diffuse.contents.transfom(SCNMatrix4MakeScale(0,-1,1));</code> and <code>videoMaterial.diffuse.wrapT = SCNWrapMode.Repeat;</code> causes the video to be project on the lower half of the sphere, but instead of appearing correctly all I can see is stretched rings, changing the <code>WrapMode</code> makes it so that the iOS 6 screen only shows 1 colour.</p>
  
  <p>Using <code>videoMaterial.diffuse.contents.transfom(SCNMatrix4MakeScale(1,0,1));</code> and <code>videoMaterial.diffuse.wrapT = SCNWrapMode.Repeat;</code> renders the video on the left side of the sphere, but stretches the texture / video.</p>