Fix docs, left and right handness were swapped

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Léo Willian Kölln 2023-04-18 01:03:24 -03:00 committed by GitHub
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@ -53,7 +53,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO( GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_ZO(
T left, T right, T bottom, T top, T zNear, T zFar); 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) /// 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 /// @tparam T A floating-point scalar type
@ -63,7 +63,7 @@ namespace glm
GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO( GLM_FUNC_DECL mat<4, 4, T, defaultp> orthoLH_NO(
T left, T right, T bottom, T top, T zNear, T zFar); 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) /// 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 /// @tparam T A floating-point scalar type