Remove comments about float depth buffer.
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@ -737,8 +737,6 @@ pub fn infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) ->
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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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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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@ -766,8 +764,6 @@ pub fn reversed_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N, far
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/// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of 0 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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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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@ -795,8 +791,6 @@ pub fn reversed_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N, far
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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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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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@ -819,8 +813,6 @@ pub fn reversed_infinite_perspective_rh_no<N: RealField>(aspect: N, fovy: N, nea
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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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/// # Parameters
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///
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/// * `fovy` - Field of view, in radians
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