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fix transform_camera image not showing up
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@@ -108,6 +108,7 @@ This is also an analog to a 3x3 identity matrix.
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Following the OpenGL convention, ``X`` is the *Right* axis, ``Y`` is the *Up* axis and ``Z`` is the *Forward* axis.
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Together with the *basis*, a transform also has an *origin*. This is a *Vector3* specifying how far away from the actual origin ``(0, 0, 0)`` this transform is. Combining the *basis* with the *origin*, a *transform* efficiently represents a unique translation, rotation, and scale in space.
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.. image:: img/transforms_camera.png
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