Make the comments on the camera 2d fields more clear about what space each one is in.
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@ -334,10 +334,10 @@ typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
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// Camera2D, defines position/orientation in 2d space
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// Camera2D, defines position/orientation in 2d space
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typedef struct Camera2D {
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typedef struct Camera2D {
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 offset; // Camera offset (screen space offset from window origin)
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Vector2 target; // Camera target (rotation and zoom origin)
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Vector2 target; // Camera target (world space target point that is mapped to screen space offset)
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float rotation; // Camera rotation in degrees
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float rotation; // Camera rotation in degrees (pivots around target)
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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float zoom; // Camera zoom (scaling around target), must not be set to 0, set to 1.0f for no scale
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} Camera2D;
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} Camera2D;
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// Mesh, vertex data and vao/vbo
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// Mesh, vertex data and vao/vbo
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