Remove comments about float depth buffer.

This commit is contained in:
sebcrozet 2019-04-06 09:41:19 +02:00 committed by Sébastien Crozet
parent 77cb68e47f
commit 94b5023605

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@ -737,8 +737,6 @@ pub fn infinite_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N) ->
/// Creates a matrix for a right hand perspective-view frustum with a reversed 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.
///
/// # Parameters /// # Parameters
/// ///
/// * `fovy` - Field of view, in radians /// * `fovy` - Field of view, in radians
@ -766,8 +764,6 @@ pub fn reversed_perspective_rh_no<N: RealField>(aspect: N, fovy: N, near: N, far
/// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of 0 to 1. /// Creates a matrix for a right hand perspective-view frustum with a reversed depth range of 0 to 1.
/// ///
/// Note that when using reversed perspective, it is best to use a depth buffer based on floating points.
///
/// # Parameters /// # Parameters
/// ///
/// * `fovy` - Field of view, in radians /// * `fovy` - Field of view, in radians
@ -795,8 +791,6 @@ pub fn reversed_perspective_rh_zo<N: RealField>(aspect: N, fovy: N, near: N, far
/// Build an infinite perspective projection matrix with a reversed [-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.
///
/// # Parameters /// # Parameters
/// ///
/// * `fovy` - Field of view, in radians /// * `fovy` - Field of view, in radians
@ -819,8 +813,6 @@ pub fn reversed_infinite_perspective_rh_no<N: RealField>(aspect: N, fovy: N, nea
/// Build an infinite perspective projection matrix with a reversed [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.
///
/// # Parameters /// # Parameters
/// ///
/// * `fovy` - Field of view, in radians /// * `fovy` - Field of view, in radians