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OrthographicCamera (libgdx API)
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com.badlogic.gdx.graphics</FONT>
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Class OrthographicCamera</H2>
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<PRE>
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java.lang.Object
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  <IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">com.badlogic.gdx.graphics.Camera</A>
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      <IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.graphics.OrthographicCamera</B>
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</PRE>
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<DL>
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<DT><PRE>public class <B>OrthographicCamera</B><DT>extends <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></DL>
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</PRE>
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<P>
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A camera with orthographic projection.
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<P>
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<P>
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<DL>
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<DT><B>Author:</B></DT>
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  <DD>mzechner</DD>
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<!-- =========== FIELD SUMMARY =========== -->
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<B>Field Summary</B></FONT></TH>
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<CODE>&nbsp;float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#zoom">zoom</A></B></CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;the zoom of the camera</TD>
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&nbsp;<A NAME="fields_inherited_from_class_com.badlogic.gdx.graphics.Camera"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<TH ALIGN="left"><B>Fields inherited from class com.badlogic.gdx.graphics.<A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></B></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#combined">combined</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#direction">direction</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#far">far</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#frustum">frustum</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#invProjectionView">invProjectionView</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#near">near</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#position">position</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#projection">projection</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#up">up</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#view">view</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#viewportHeight">viewportHeight</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#viewportWidth">viewportWidth</A></CODE></TD>
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&nbsp;
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<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<B>Constructor Summary</B></FONT></TH>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#OrthographicCamera()">OrthographicCamera</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#OrthographicCamera(float, float)">OrthographicCamera</A></B>(float&nbsp;viewportWidth,
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                   float&nbsp;viewportHeight)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a new OrthographicCamera, using the given viewport width and height.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#OrthographicCamera(float, float, float)">OrthographicCamera</A></B>(float&nbsp;viewportWidth,
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                   float&nbsp;viewportHeight,
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                   float&nbsp;diamondAngle)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a new OrthographicCamera, using the given viewport width and height.</TD>
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</TR>
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&nbsp;
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<!-- ========== METHOD SUMMARY =========== -->
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<A NAME="method_summary"><!-- --></A>
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<B>Method Summary</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#findDirectionForIsoView(float, float, int)">findDirectionForIsoView</A></B>(float&nbsp;targetAngle,
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                        float&nbsp;epsilon,
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                        int&nbsp;maxIterations)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#setToOrtho(boolean)">setToOrtho</A></B>(boolean&nbsp;yDown)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered
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 at (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#setToOrtho(boolean, float, float)">setToOrtho</A></B>(boolean&nbsp;yDown,
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           float&nbsp;viewportWidth,
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           float&nbsp;viewportHeight)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this camera to an orthographic projection, centered
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 at (viewportWidth/2, viewportHeight/2), with the y-axis pointing up or down.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>&nbsp;void</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/OrthographicCamera.html#update()">update</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Recalculates the projection and view matrix of this camera and the <A HREF="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math"><CODE>Frustum</CODE></A> planes.</TD>
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</TR>
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</TABLE>
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&nbsp;<A NAME="methods_inherited_from_class_com.badlogic.gdx.graphics.Camera"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<TH ALIGN="left"><B>Methods inherited from class com.badlogic.gdx.graphics.<A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#apply(com.badlogic.gdx.graphics.GL10)">apply</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay(float, float)">getPickRay</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#getPickRay(float, float, float, float, float, float)">getPickRay</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#lookAt(float, float, float)">lookAt</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#normalizeUp()">normalizeUp</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#project(com.badlogic.gdx.math.Vector3)">project</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#project(com.badlogic.gdx.math.Vector3, float, float, float, float)">project</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#rotate(float, float, float, float)">rotate</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#translate(float, float, float)">translate</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#unproject(com.badlogic.gdx.math.Vector3)">unproject</A>, <A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#unproject(com.badlogic.gdx.math.Vector3, float, float, float, float)">unproject</A></CODE></TD>
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&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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&nbsp;
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<P>
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<!-- ============ FIELD DETAIL =========== -->
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<A NAME="field_detail"><!-- --></A>
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<B>Field Detail</B></FONT></TH>
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<A NAME="zoom"><!-- --></A><H3>
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zoom</H3>
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<PRE>
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public float <B>zoom</B></PRE>
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<DL>
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<DD>the zoom of the camera
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<P>
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<DL>
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</DL>
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</DL>
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<!-- ========= CONSTRUCTOR DETAIL ======== -->
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<A NAME="constructor_detail"><!-- --></A>
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<B>Constructor Detail</B></FONT></TH>
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</TR>
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</TABLE>
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<A NAME="OrthographicCamera()"><!-- --></A><H3>
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OrthographicCamera</H3>
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<PRE>
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public <B>OrthographicCamera</B>()</PRE>
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<DL>
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</DL>
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<HR>
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<A NAME="OrthographicCamera(float, float)"><!-- --></A><H3>
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OrthographicCamera</H3>
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<PRE>
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public <B>OrthographicCamera</B>(float&nbsp;viewportWidth,
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                          float&nbsp;viewportHeight)</PRE>
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<DL>
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<DD>Constructs a new OrthographicCamera, using the given viewport width and height. For pixel perfect 2D rendering just supply
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 the screen size, for other unit scales (e.g. meters for box2d) proceed accordingly.
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<P>
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<DL>
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<DT><B>Parameters:</B><DD><CODE>viewportWidth</CODE> - the viewport width<DD><CODE>viewportHeight</CODE> - the viewport height</DL>
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</DL>
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<HR>
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<A NAME="OrthographicCamera(float, float, float)"><!-- --></A><H3>
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OrthographicCamera</H3>
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<PRE>
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public <B>OrthographicCamera</B>(float&nbsp;viewportWidth,
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                          float&nbsp;viewportHeight,
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                          float&nbsp;diamondAngle)</PRE>
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<DL>
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<DD>Constructs a new OrthographicCamera, using the given viewport width and height. This will create a camera useable for
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 iso-metric views. The diamond angle is specifies the angle of a tile viewed isometrically.
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<P>
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<DL>
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<DT><B>Parameters:</B><DD><CODE>viewportWidth</CODE> - the viewport width<DD><CODE>viewportHeight</CODE> - the viewport height<DD><CODE>diamondAngle</CODE> - the angle in degrees</DL>
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</DL>
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<!-- ============ METHOD DETAIL ========== -->
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<A NAME="method_detail"><!-- --></A>
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
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<B>Method Detail</B></FONT></TH>
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</TR>
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</TABLE>
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<A NAME="findDirectionForIsoView(float, float, int)"><!-- --></A><H3>
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findDirectionForIsoView</H3>
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<PRE>
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public void <B>findDirectionForIsoView</B>(float&nbsp;targetAngle,
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                                    float&nbsp;epsilon,
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                                    int&nbsp;maxIterations)</PRE>
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<DL>
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<DD><DL>
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</DL>
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</DD>
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</DL>
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<HR>
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<A NAME="update()"><!-- --></A><H3>
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update</H3>
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<PRE>
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public void <B>update</B>()</PRE>
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<DL>
352
<DD><B>Description copied from class: <CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#update()">Camera</A></CODE></B></DD>
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<DD>Recalculates the projection and view matrix of this camera and the <A HREF="../../../../com/badlogic/gdx/math/Frustum.html" title="class in com.badlogic.gdx.math"><CODE>Frustum</CODE></A> planes. Use this after you've manipulated
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 any of the attributes of the camera.
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<P>
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<DD><DL>
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<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html#update()">update</A></CODE> in class <CODE><A HREF="../../../../com/badlogic/gdx/graphics/Camera.html" title="class in com.badlogic.gdx.graphics">Camera</A></CODE></DL>
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</DD>
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<DD><DL>
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</DL>
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</DD>
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</DL>
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<HR>
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<A NAME="setToOrtho(boolean)"><!-- --></A><H3>
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setToOrtho</H3>
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<PRE>
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public void <B>setToOrtho</B>(boolean&nbsp;yDown)</PRE>
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<DL>
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<DD>Sets this camera to an orthographic projection using a viewport fitting the screen resolution, centered
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 at (Gdx.graphics.getWidth()/2, Gdx.graphics.getHeight()/2), with the y-axis pointing up or down.
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<P>
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<DD><DL>
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<DT><B>Parameters:</B><DD><CODE>yDown</CODE> - whether y should be pointing down</DL>
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</DD>
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</DL>
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<HR>
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<A NAME="setToOrtho(boolean, float, float)"><!-- --></A><H3>
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setToOrtho</H3>
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<PRE>
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public void <B>setToOrtho</B>(boolean&nbsp;yDown,
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                       float&nbsp;viewportWidth,
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                       float&nbsp;viewportHeight)</PRE>
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<DL>
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<DD>Sets this camera to an orthographic projection, centered
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 at (viewportWidth/2, viewportHeight/2), with the y-axis pointing up or down.
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<DT><B>Parameters:</B><DD><CODE>yDown</CODE> - whether y should be pointing down.<DD><CODE>viewportWidth</CODE> - <DD><CODE>viewportHeight</CODE> - </DL>
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