+ Vector3 position;
+ Vector3 scale;
+ Quaternion orientation;
+ camera->GetWorldMatrix(mImpl->renderBufferIndex).GetTransformComponents(position, orientation, scale);
+
+ Vector3 orientationAxis;
+ Radian orientationAngle;
+ orientation.ToAxisAngle(orientationAxis, orientationAngle);
+
+ if(position.x > Math::MACHINE_EPSILON_10000 ||
+ position.y > Math::MACHINE_EPSILON_10000 ||
+ orientationAxis != Vector3(0.0f, 1.0f, 0.0f) ||
+ orientationAngle != ANGLE_180 ||
+ scale != Vector3(1.0f, 1.0f, 1.0f))