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

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@@ -51,7 +51,7 @@ The project of the view is also normally fixed for any single camera (although y
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> [!TIP]
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> Elements drawn outside of the camera view / projection are culled or ignored by the graphics device. However, unless you control what data is sent, you are still paying for the performance to send to the graphics card and consider it for drawing. This is where techniques are used to limit the data sent to the graphics card and ONLY send models and textures that you know will be actually drawn and limiting what is discarded.
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### Camera Views
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## Camera Views
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The sample separates out the actual work in drawing each camera mode based on what is active at the time in the `Update` loop, as shown here:
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You would not normally do this, it is only done this way for the purposes of the sample. In reality you would only use the mode relevant to the current game view (although a lot of first person games do allow switching between First Person and Third Person), however, as you will see, you are only updating the way the View Matrix is generated along with the camera position, in 3D the content is always drawn the same regardless.
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#### The Fixed Camera view
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### The Fixed Camera view
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This is the simplest way of rendering a camera, you just create a `View Matrix` using the Camera's current position and looking at the center of the world (or whatever you want it to look at). For example:
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articles/getting_to_know/whatis/graphics/WhatIs_Camera.md

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Everything within the "cone of view" is recognized by the graphics pipeline and is rendered into a Texture for displaying on the screen. Everything outside these bounds is ignored (culled) and left on the cutting room floor.
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> [!NOTE]
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> [!CAUTION]
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> Be aware, that in 3D rendering EVERYTHING is evaluated to determine if it is in "View", EVERYTHING you send to the graphics card that you want to be rendered. So if you send a massive scene and ALL your Models, ALL your textures, etc, then everything is evaluated. Sure, Graphics Processing has evolved considerably over the years and the processes running on Graphics Cards keep getting quicker, but you still want to make that as efficient as possible.
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## What defines a camera
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- A direction - Which direction is the camera pointing?
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- The Target of the camera - What is it looking at? The central point.
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- The View Frustrum of the camera - What is in the field of view?
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- The world transformational matrix applied to the camera (how does the camera see the world)
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- The World Matrix, where in the world is the camera in relation to the center and other objects?
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You will see this defined in many samples as the `World`, `View` and `Projection` Matrices, as shown below:
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}
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```
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> [!NOTE]
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> For more on 2D / Sprite rendering, check the [How To](https://docs.monogame.net/articles/getting_to_know/howto/graphics/#2d-sprite-rendering) series for 2D rendering.
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The functionality does provide some techniques to sort what is drawn, provide some additional depth and layers, as well as blending options to effectively merge what is drawn.
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## [3D Drawing](../../howto/graphics/HowTo_RenderModel.md)

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