Merge pull request #1149 from leokolln/patch-1

Fix docs, incorrect and inconsistent handiness descriptions #1149
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Christophe 2023-06-08 17:08:47 +02:00 committed by GitHub
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@ -53,7 +53,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(
T left, T right, T bottom, T top, T zNear, T zFar);
/// Creates a matrix for an orthographic parallel viewing volume using right-handed coordinates.
/// Creates a matrix for an orthographic parallel viewing volume using left-handed coordinates.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -63,7 +63,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(
T left, T right, T bottom, T top, T zNear, T zFar);
/// Creates a matrix for an orthographic parallel viewing volume, using left-handed coordinates.
/// Creates a matrix for an orthographic parallel viewing volume, using right-handed coordinates.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -136,7 +136,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
T left, T right, T bottom, T top, T zNear, T zFar);
/// Creates a left handed frustum matrix.
/// Creates a left-handed frustum matrix.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -144,7 +144,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(
T left, T right, T bottom, T top, T near, T far);
/// Creates a left handed frustum matrix.
/// Creates a left-handed frustum matrix.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -152,7 +152,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(
T left, T right, T bottom, T top, T near, T far);
/// Creates a right handed frustum matrix.
/// Creates a right-handed frustum matrix.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -160,7 +160,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(
T left, T right, T bottom, T top, T near, T far);
/// Creates a right handed frustum matrix.
/// Creates a right-handed frustum matrix.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @tparam T A floating-point scalar type
@ -184,7 +184,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(
T left, T right, T bottom, T top, T near, T far);
/// Creates a left handed frustum matrix.
/// Creates a left-handed frustum matrix.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -193,7 +193,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
T left, T right, T bottom, T top, T near, T far);
/// Creates a right handed frustum matrix.
/// Creates a right-handed frustum matrix.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -212,7 +212,7 @@ namespace glm
T left, T right, T bottom, T top, T near, T far);
/// Creates a matrix for a right handed, symmetric perspective-view frustum.
/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -225,7 +225,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a right handed, symmetric perspective-view frustum.
/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -238,7 +238,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symmetric perspective-view frustum.
/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -251,7 +251,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symmetric perspective-view frustum.
/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
@ -290,7 +290,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a right handed, symmetric perspective-view frustum.
/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -304,7 +304,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
T fovy, T aspect, T near, T far);
/// Creates a matrix for a left handed, symmetric perspective-view frustum.
/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -416,7 +416,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO(
T fov, T width, T height, T near, T far);
/// Builds a right handed perspective projection matrix based on a field of view.
/// Builds a right-handed perspective projection matrix based on a field of view.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -431,7 +431,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(
T fov, T width, T height, T near, T far);
/// Builds a left handed perspective projection matrix based on a field of view.
/// Builds a left-handed perspective projection matrix based on a field of view.
/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
///
@ -460,7 +460,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(
T fov, T width, T height, T near, T far);
/// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.
/// Creates a matrix for a left-handed, symmetric perspective-view frustum with far plane at infinite.
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).
@ -471,7 +471,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH(
T fovy, T aspect, T near);
/// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.
/// Creates a matrix for a right-handed, symmetric perspective-view frustum with far plane at infinite.
///
/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
/// @param aspect Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height).