diff --git a/glm/ext/matrix_clip_space.hpp b/glm/ext/matrix_clip_space.hpp index dda58e7a..43579b8e 100644 --- a/glm/ext/matrix_clip_space.hpp +++ b/glm/ext/matrix_clip_space.hpp @@ -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).