Fix typos.
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@ -43,7 +43,7 @@ use na::{RealField};
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//
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//pub fn infinite_perspective_lh<N: RealField>(fovy: N, aspect: N, near: N) -> TMat4<N> {
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// unimplemented!()
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//}ç
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//}
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//
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//pub fn infinite_ortho<N: RealField>(left: N, right: N, bottom: N, top: N) -> TMat4<N> {
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// unimplemented!()
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@ -735,7 +735,7 @@ pub fn infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) ->
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mat
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}
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/// Creates a matrix for a right hand perspective-view frustum with a depth range of -1 to 1.
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/// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of -1 to 1.
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///
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/// Note that when using reversed perspective, it is best to use a depth buffer based on floating points.
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///
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@ -811,7 +811,7 @@ pub fn reversed_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N, far
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mat
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}
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/// Build reverted infinite perspective projection matrix with [-1, 1] depth range.
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/// Build an infinite perspective projection matrix with a reversed [-1, 1] depth range.
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///
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/// Note that when using reversed perspective, it is best to use a depth buffer based on floating points.
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///
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@ -835,7 +835,7 @@ pub fn reversed_infinite_perspective_rh_no<N: RealField>(aspect: N, fovy: N, nea
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mat
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}
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/// Build reverted infinite perspective projection matrix with [0, 1] depth range.
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/// Build an infinite perspective projection matrix with a reversed [0, 1] depth range.
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///
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/// Note that when using reversed perspective, it is best to use a depth buffer based on floating points.
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///
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