Generated cubemap gives mirrored reflections

Hi,

I am trying to generate cubemaps for my scene to use for reflection. I´ve gotten some results (I see the correct part of the cubemap for every angle). But the textures within the cubemap seems to be mirrored (see image below).

Is there an easy way to mirror a texture in playcanvas? I think that would do the trick. I´ve tried changing the projection matrix of the camera, but its read only.

Any help is appreciated, thanks,
Douglas

private _createCubeMap() {
		let colorBuffer = new pc.Texture(this._app.graphicsDevice, {
			cubemap: true,
			rgbm: false,
			width: this._resolution,
			height: this._resolution,
			format: this._format,
			autoMipmap: true
		});
		colorBuffer.minFilter = pc.FILTER_LINEAR;
		colorBuffer.magFilter = pc.FILTER_LINEAR;

		return colorBuffer
	}

	private _createRendertargets(colorBuffer): void {
		for (let i = 0; i < 6; i++) {

			this._renderTargets.push(new pc.RenderTarget(this._app.graphicsDevice, colorBuffer, {
				colorBuffer: colorBuffer,
				depth: true,
				face: i
			}));
		}
	}

	private _updateRenderTargets(position): void {

		let directions: pc.Vec3[] = [];
		directions.push(new pc.Vec3(-1, 0, 0));
		directions.push(new pc.Vec3(1, 0, 0));
		directions.push(new pc.Vec3(0, 1, 0));
		directions.push(new pc.Vec3(0, -1, 0));
		directions.push(new pc.Vec3(0, 0, 1));
		directions.push(new pc.Vec3(0, 0, -1));

		let oldfov = this._cameraEntity.camera.fov;
		let oldCameraPos = this._cameraEntity.getPosition().clone();
		let oldCameraRot = this._cameraEntity.getRotation().clone();
		for (let i = 0; i < 6; i++) {
			this._cameraEntity.camera.fov = this._fov;
			this._cameraEntity.setPosition(position);

			let up = new pc.Vec3(0, 1, 0);
			if(i === pc.CUBEFACE_POSY)
				up = new pc.Vec3(1, 0, 0);
			else if(i === pc.CUBEFACE_NEGY)
				up = new pc.Vec3(0, 0, -1);
			
			this._cameraEntity.lookAt(new pc.Vec3().add2(position, directions[i]), up);
		
			this._cameraEntity.camera.renderTarget = this._renderTargets[i];
			this._sceneEngine.renderNextFrame();
		}

		this._cameraEntity.camera.fov = oldfov;
		this._cameraEntity.setPosition(oldCameraPos);
		this._cameraEntity.setRotation(oldCameraRot);
		(<any>this._cameraEntity.camera.renderTarget) = null;
		this._sceneEngine.renderNextFrame();
	}

Added another picture