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Copy file name to clipboardExpand all lines: articles/getting_to_know/whatis/graphics/WhatIs_Camera.md
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@@ -18,7 +18,7 @@ The way we describe a camera in 3D terms is to define a [View Frustrum](./WhatIs
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The following diagram shows how this looks.
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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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When drawing 3D content in a scene, the Camera's current `View` and `Projection` are what are fed in to the[Effect](xref:Microsoft.Xna.Framework.Graphics.Effect) that draws the 3D content, together with a [Transformational Matrix](../../howto/graphics/HowTo_TransformPoint.md) (`World` position and rotation of the model) multiplied by the same `World` matrix used by the camera (as they are both part of the same world).
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When drawing 3D content in a scene, the Camera's current `View` and `Projection` are what are fed in to an[Effect](xref:Microsoft.Xna.Framework.Graphics.Effect) that draws the 3D content, together with a [Transformational Matrix](../../howto/graphics/HowTo_TransformPoint.md) (`World` position and rotation of the model) multiplied by the same `World` matrix used by the camera (as they are both part of the same world).
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An Example model drawing method:
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To demonstrate a camera setup, the following class acts as a base camera definition that can then be extended to meet your needs for rendering:
This is a fixed camera with no movement and only looking in a single direction all the time, it has no movement, input logic or capability to move around the scene. IN the following guides we will use/extend this camera base to fit different modes of operation.
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> [!NOTE]
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> The sample has wider scope to show all these modes and a much more versatile and multi-purpose camera, you may wish to use it or create your own bespoke implementation that fits your game.
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## See Also
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-[HowTo Create a First Person Camera](../../howto/graphics/camera/HowTo_Create_First_Person_Camera.md)
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