diff --git a/nalgebra-glm/src/ext/matrix_clip_space.rs b/nalgebra-glm/src/ext/matrix_clip_space.rs index 74f32e07..97c199ed 100644 --- a/nalgebra-glm/src/ext/matrix_clip_space.rs +++ b/nalgebra-glm/src/ext/matrix_clip_space.rs @@ -43,7 +43,7 @@ use na::{RealField}; // //pub fn infinite_perspective_lh(fovy: N, aspect: N, near: N) -> TMat4 { // unimplemented!() -//}รง +//} // //pub fn infinite_ortho(left: N, right: N, bottom: N, top: N) -> TMat4 { // unimplemented!() @@ -735,7 +735,7 @@ pub fn infinite_perspective_rh_zo(aspect: N, fovy: N, near: N) -> mat } -/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1. +/// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of -1 to 1. /// /// Note that when using reversed perspective, it is best to use a depth buffer based on floating points. /// @@ -811,7 +811,7 @@ pub fn reversed_perspective_rh_zo(aspect: N, fovy: N, near: N, far mat } -/// Build reverted infinite perspective projection matrix with [-1, 1] depth range. +/// Build an infinite perspective projection matrix with a reversed [-1, 1] depth range. /// /// Note that when using reversed perspective, it is best to use a depth buffer based on floating points. /// @@ -835,7 +835,7 @@ pub fn reversed_infinite_perspective_rh_no(aspect: N, fovy: N, nea mat } -/// Build reverted infinite perspective projection matrix with [0, 1] depth range. +/// Build an infinite perspective projection matrix with a reversed [0, 1] depth range. /// /// Note that when using reversed perspective, it is best to use a depth buffer based on floating points. ///