<!-- NEW7 — TEST 7 · THE WOVEN CITY · part 258 -->
tiveCamera( fov, aspect, near, far );
		cameraPX.layers = this.layers;
		this.add( cameraPX );

		const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
		cameraNX.layers = this.layers;
		this.add( cameraNX );

		const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
		cameraPY.layers = this.layers;
		this.add( cameraPY );

		const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
		cameraNY.layers = this.layers;
		this.add( cameraNY );

		const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraPZ.layers = this.layers;
		this.add( cameraPZ );

		const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraNZ.layers = this.layers;
		this.add( cameraNZ );

	}

	/**
	 * Must be called when the coordinate system of the cube camera is changed.
	 */
	updateCoordinateSystem() {

		const coordinateSystem = this.coordinateSystem;

		const cameras = this.children.concat();

		const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;

		for ( const camera of cameras ) this.remove( camera );

		if ( coordinateSystem === WebGLCoordinateSystem ) {

			cameraPX.up.set( 0, 1, 0 );
			cameraPX.lookAt( 1, 0, 0 );

			cameraNX.up.set( 0, 1, 0 );
			cameraNX.lookAt( -1, 0, 0 );

			cameraPY.up.set( 0, 0, -1 );
			cameraPY.lookAt( 0, 1, 0 );

			cameraNY.up.set( 0, 0, 1 );
			cameraNY.lookAt( 0, -1, 0 );

			cameraPZ.up.set( 0, 1, 0 );
			cameraPZ.lookAt( 0, 0, 1 );

			cameraNZ.up.set( 0, 1, 0 );
			cameraNZ.lookAt( 0, 0, -1 );

		} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

			cameraPX.up.set( 0, -1, 0 );
			cameraPX.lookAt( -1, 0, 0 );

			cameraNX.up.set( 0, -1, 0 );
			cameraNX.lookAt( 1, 0, 0 );

			cameraPY.up.set( 0, 0, 1 );
			cameraPY.lookAt( 0, 1, 0 );

			cameraNY.up.set( 0, 0, -1 );
			cameraNY.lookAt( 0, -1, 0 );

			cameraPZ.up.set( 0, -1, 0 );
			cameraPZ.lookAt( 0, 0, 1 );

			cameraNZ.up.set( 0, -1, 0 );
			cameraNZ.lookAt( 0, 0, -1 );

		} else {

			throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );

		}

		for ( const camera of cameras ) {

			this.add( camera );

			camera.updateMatrixWorld();

		}

	}

	/**
	 * Calling this method will render the given scene with the given renderer
	 * into the cube render target of the camera.
	 *
	 * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
	 * @param {Scene} scene - The scene to render.
	 */
	update( renderer, scene ) {

		if ( this.parent === null ) this.updateMatrixWorld();

		const { renderTarget, activeMipmapLevel } = this;

		if ( this.coordinateSystem !== renderer.coordinateSystem ) {

			this.coordinateSystem = renderer.coordinateSystem;

			this.updateCoordinateSystem();

		}

		const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;

		const currentRenderTarget = renderer.getRenderTarget();
		const currentActiveCubeFace = renderer.getActiveCubeFace();
		const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();

		const currentXrEnabled = renderer.xr.enabled;

		renderer.xr.enabled = false;

		const generateMipmaps = renderTarget.texture.generateMipmaps;

		renderTarget.texture.generateMipmaps = false;

		// https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812

		let reversedDepthBuffer = false;

		if ( renderer.isWebGLRenderer === true ) {

			reversedDepthBuffer = renderer.state.buffers.depth.getReversed();

		} else {

			reversedDepthBuffer = renderer.reversedDepthBuffer;

		}

		renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraPX );

		renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraNX );

		renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraPY );

		renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraNY );

		renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraPZ );

		// mipmaps are generated during the last call of render()
		// at this point, all sides of the cube render target are defined

		renderTarget.texture.generateMipmaps = generateMipmaps;

		renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
		if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
		renderer.render( scene, cameraNZ );

		renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
