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docs/en/manuals/camera.md

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### Render script
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Startinw with Defold 1.9.6, when using the default render script Defold will automatically set the last enabled camera that should be used for rendering. Before this change, a script somewhere in the project needed to explicitly send the `use_camera_projection` message to the renderer to notify it that the view and projection from camera components should be used. This is no longer necesessary, but it is still possible to do so for backwards compatability purposes.
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Starting with Defold 1.9.6, when using the default render script Defold will automatically set the last enabled camera that should be used for rendering. Before this change, a script somewhere in the project needed to explicitly send the `use_camera_projection` message to the renderer to notify it that the view and projection from camera components should be used. This is no longer necesessary, but it is still possible to do so for backwards compatability purposes.
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Alternatively, you can set a specific camera that should be used for rendering in a render script. This could be useful in cases where you need to control more specifically which camera should be used for rendering, for example in a multiplayer game.
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docs/en/manuals/project-settings.md

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Verify the return value after each graphics call and report any errors in the log.
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#### OpenGL Version Hint
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OpenGL context version hint. If a specific version is selected, this will used as the minimum version required (does not apply to OpenGL ES). Defaults to OpenGL 3.3.
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OpenGL context version hint. If a specific version is selected, this will be used as the minimum version required (does not apply to OpenGL ES). Defaults to OpenGL 3.3.
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#### OpenGL Core Profile Hint
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Set the 'core' OpenGL profile hint when creating the context. The core profile removes all deprecated features from OpenGL, such as immediate mode rendering. Does not apply to OpenGL ES. `true` by default.

docs/en/manuals/render.md

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### Camera projection
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When using the default render script and there are there are enabled [Camera components](/manuals/camera) in the project, they will take precedence over any other projections set in the render script. To read more about how to work with camera components in render scripts, please consult the [Camera documentation](/manuals/camera).
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When using the default render script and there are enabled [Camera components](/manuals/camera) available in the project, they will take precedence over any other view / projections set in the render script. To read more about how to work with camera components in render scripts, please consult the [Camera documentation](/manuals/camera).
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## Frustum culling
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