From abd04a76e52fbdbefa50cbae2c45e1d7b18f803d Mon Sep 17 00:00:00 2001 From: Faruk Acibal Date: Thu, 19 Apr 2018 19:09:07 +0200 Subject: [PATCH] fix transform_camera image not showing up --- tutorials/3d/using_transforms.rst | 1 + 1 file changed, 1 insertion(+) diff --git a/tutorials/3d/using_transforms.rst b/tutorials/3d/using_transforms.rst index 110c01575..a6587e06a 100644 --- a/tutorials/3d/using_transforms.rst +++ b/tutorials/3d/using_transforms.rst @@ -108,6 +108,7 @@ This is also an analog to a 3x3 identity matrix. Following the OpenGL convention, ``X`` is the *Right* axis, ``Y`` is the *Up* axis and ``Z`` is the *Forward* axis. 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. + .. image:: img/transforms_camera.png