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Merge pull request #932 from cjakeman/fix-spelling
Changed matrix's to matrices
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Source/ORTS.Common/Coordinates.cs

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* whereas in MSTS it is the opposite. As a result you will see the sign of all Z coordinates gets negated
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* and matrices are adjusted as they are loaded into XNA. In addition the winding order of triangles is reversed in XNA.
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* Generally - X,Y,Z coordinates, vectors, quaternions, and angles will be expressed using MSTS coordinates
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* unless otherwise noted with the prefix XNA. Matrix's are usually constructed using XNA coordinates so they can be
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* used directly in XNA draw routines. So most matrix's will have XNA prepended to their name.
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* unless otherwise noted with the prefix XNA. Matrices are usually constructed using XNA coordinates so they can be
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* used directly in XNA draw routines. So most matrices will have XNA prepended to their name.
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*
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* WorldCoordinates
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* X increases to the east

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