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Fix docs, inconsistent spelling of handiness
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@ -136,7 +136,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> ortho(
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T left, T right, T bottom, T top, T zNear, T zFar);
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/// Creates a left handed frustum matrix.
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/// Creates a left-handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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@ -144,7 +144,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_ZO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a left handed frustum matrix.
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/// Creates a left-handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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@ -152,7 +152,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH_NO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a right handed frustum matrix.
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/// Creates a right-handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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@ -160,7 +160,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumRH_ZO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a right handed frustum matrix.
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/// Creates a right-handed frustum matrix.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @tparam T A floating-point scalar type
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@ -184,7 +184,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumNO(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a left handed frustum matrix.
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/// Creates a left-handed frustum matrix.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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@ -193,7 +193,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> frustumLH(
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a right handed frustum matrix.
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/// Creates a right-handed frustum matrix.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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@ -212,7 +212,7 @@ namespace glm
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T left, T right, T bottom, T top, T near, T far);
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/// Creates a matrix for a right handed, symmetric perspective-view frustum.
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/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@ -225,7 +225,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a right handed, symmetric perspective-view frustum.
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/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@ -238,7 +238,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a left handed, symmetric perspective-view frustum.
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/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@ -251,7 +251,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a left handed, symmetric perspective-view frustum.
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/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@ -290,7 +290,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a right handed, symmetric perspective-view frustum.
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/// Creates a matrix for a right-handed, symmetric perspective-view frustum.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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@ -304,7 +304,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
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T fovy, T aspect, T near, T far);
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/// Creates a matrix for a left handed, symmetric perspective-view frustum.
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/// Creates a matrix for a left-handed, symmetric perspective-view frustum.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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@ -416,7 +416,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovNO(
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T fov, T width, T height, T near, T far);
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/// Builds a right handed perspective projection matrix based on a field of view.
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/// Builds a right-handed perspective projection matrix based on a field of view.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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@ -431,7 +431,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFovRH(
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T fov, T width, T height, T near, T far);
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/// Builds a left handed perspective projection matrix based on a field of view.
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/// Builds a left-handed perspective projection matrix based on a field of view.
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/// 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)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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@ -460,7 +460,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveFov(
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T fov, T width, T height, T near, T far);
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/// Creates a matrix for a left handed, symmetric perspective-view frustum with far plane at infinite.
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/// Creates a matrix for a left-handed, symmetric perspective-view frustum with far plane at infinite.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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@ -471,7 +471,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> infinitePerspectiveLH(
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T fovy, T aspect, T near);
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/// Creates a matrix for a right handed, symmetric perspective-view frustum with far plane at infinite.
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/// Creates a matrix for a right-handed, symmetric perspective-view frustum with far plane at infinite.
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @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).
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