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articles/getting_to_know/howto/graphics/camera/HowTo_Understand_Different_Camera_Modes.md

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@@ -147,6 +147,8 @@ In this example, we apply all the same transformations to the camera we perform
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void UpdateFirstPersonCamera()
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{
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// First person view, the camera moves based on the Model's position (which is moved by input) and the view matrix is updated to always look "forward" from the model.
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// Create a rotational matrix based on the current model's heading.
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Matrix rotationMatrix = Matrix.CreateRotationY(modelRotation);
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// Create a vector pointing the direction the camera is facing.
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// First person view, the camera is offset behind and above the model and moves with it,the view matrix is updated to always look "forward" from the model.
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// It also includes an optional spring physics system to smooth out the camera movement.
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// Create a rotational matrix based on the current model's heading.
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Matrix rotationMatrix = Matrix.CreateRotationY(modelRotation);
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// Create a vector pointing the direction the camera is facing.
@@ -252,6 +255,7 @@ To finish off these camera modes, the top-down tracked view is more of a combina
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{
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// A Top-Down view that moves according to two dimensional position of the model, looking down onto the model.
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// Create a rotational matrix based on the current model's heading.
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Matrix rotationMatrix = Matrix.CreateRotationY(modelRotation);
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// Create a vector pointing the direction the camera is facing.

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