fix some typos
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3 changed files with 5 additions and 5 deletions
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@ -14,7 +14,7 @@
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// limitations under the License.
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// limitations under the License.
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//! Points are fixed positions in affine space with no length or direction. This
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//! Points are fixed positions in affine space with no length or direction. This
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//! disinguishes them from vectors, which have a length and direction, but do
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//! distinguishes them from vectors, which have a length and direction, but do
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//! not have a fixed position.
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//! not have a fixed position.
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use num_traits::{NumCast, Bounded};
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use num_traits::{NumCast, Bounded};
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@ -35,9 +35,9 @@ pub fn perspective<S: BaseFloat, A: Into<Rad<S>>>(fovy: A, aspect: S, near: S, f
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}.into()
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}.into()
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}
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}
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/// Create a perspective matrix from a view frustrum.
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/// Create a perspective matrix from a view frustum.
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///
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///
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/// This is the equivalent of the now deprecated [glFrustrum]
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/// This is the equivalent of the now deprecated [glFrustum]
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/// (http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml) function.
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/// (http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml) function.
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pub fn frustum<S: BaseFloat>(left: S, right: S, bottom: S, top: S, near: S, far: S) -> Matrix4<S> {
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pub fn frustum<S: BaseFloat>(left: S, right: S, bottom: S, top: S, near: S, far: S) -> Matrix4<S> {
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Perspective {
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Perspective {
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@ -128,7 +128,7 @@ impl<S: BaseFloat> Quaternion<S> {
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(self * (S::one() - amount) + other * amount).normalize()
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(self * (S::one() - amount) + other * amount).normalize()
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}
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}
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/// Spherical Linear Intoperlation
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/// Spherical Linear Interpolation
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///
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///
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/// Return the spherical linear interpolation between the quaternion and
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/// Return the spherical linear interpolation between the quaternion and
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/// `other`. Both quaternions should be normalized first.
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/// `other`. Both quaternions should be normalized first.
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@ -136,7 +136,7 @@ impl<S: BaseFloat> Quaternion<S> {
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/// # Performance notes
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/// # Performance notes
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///
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///
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/// The `acos` operation used in `slerp` is an expensive operation, so
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/// The `acos` operation used in `slerp` is an expensive operation, so
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/// unless your quarternions are far away from each other it's generally
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/// unless your quaternions are far away from each other it's generally
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/// more advisable to use `nlerp` when you know your rotations are going
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/// more advisable to use `nlerp` when you know your rotations are going
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/// to be small.
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/// to be small.
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///
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///
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