code: function correctUV( uv, vector, azimuth ) {
  
  		if ( (azimuth < 0) && (uv.u === 1) ) uv = new THREE.UV( uv.u - 1, uv.v );
  		if ( (vector.x === 0) && (vector.z === 0) ) uv = new THREE.UV( azimuth / 2 / Math.PI + 0.5, uv.v );
  		return uv;
  
  	}
docs: Texture fixing helper. Spheres have some odd behaviours.