Fix typos.

This commit is contained in:
sebcrozet 2019-04-02 19:59:22 +02:00 committed by Sébastien Crozet
parent 9c3cea1d32
commit 68d8331c2a

View File

@ -43,7 +43,7 @@ use na::{RealField};
// //
//pub fn infinite_perspective_lh<N: RealField>(fovy: N, aspect: N, near: N) -> TMat4<N> { //pub fn infinite_perspective_lh<N: RealField>(fovy: N, aspect: N, near: N) -> TMat4<N> {
// unimplemented!() // unimplemented!()
//}ç //}
// //
//pub fn infinite_ortho<N: RealField>(left: N, right: N, bottom: N, top: N) -> TMat4<N> { //pub fn infinite_ortho<N: RealField>(left: N, right: N, bottom: N, top: N) -> TMat4<N> {
// unimplemented!() // unimplemented!()
@ -735,7 +735,7 @@ pub fn infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) ->
mat 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. /// 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<N: RealField>(aspect: N, fovy: N, near: N, far
mat 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. /// 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<N: RealField>(aspect: N, fovy: N, nea
mat 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. /// Note that when using reversed perspective, it is best to use a depth buffer based on floating points.
/// ///