the camera could either provide a rotation and translation matrice which the pipeline would both apply
or it could provide a transform matrice which would be applied on its own
the user had to declare which one should be used
this system has been changed, now the pipeline only cares about the transform matrice and when the rotation/translation matrice gets changed they get merged into 1 and the current transform matrice gets overriden
before C3D used 2 camera transformation systems
the camera could either provide a rotation and translation matrice which the pipeline would both apply or it could provide a transform matrice which would be applied on its own the user had to declare which one should be used
this system has been changed, now the pipeline only cares about the transform matrice and when the rotation/translation matrice gets changed they get merged into 1 and the current transform matrice gets overriden
this allows for a cleaner pipeline and code usage