From 2acb4a968a63f2a0a6455eee9ae1c0c087aee349 Mon Sep 17 00:00:00 2001 From: Martin Lindhe Date: Sun, 19 Nov 2017 13:30:15 +0100 Subject: [PATCH] fix some typos --- src/point.rs | 2 +- src/projection.rs | 4 ++-- src/quaternion.rs | 4 ++-- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/src/point.rs b/src/point.rs index 59c9a56..21e5f0a 100644 --- a/src/point.rs +++ b/src/point.rs @@ -14,7 +14,7 @@ // limitations under the License. //! Points are fixed positions in affine space with no length or direction. This -//! disinguishes them from vectors, which have a length and direction, but do +//! distinguishes them from vectors, which have a length and direction, but do //! not have a fixed position. use num_traits::{NumCast, Bounded}; diff --git a/src/projection.rs b/src/projection.rs index d30a189..294c3b3 100644 --- a/src/projection.rs +++ b/src/projection.rs @@ -35,9 +35,9 @@ pub fn perspective>>(fovy: A, aspect: S, near: S, f }.into() } -/// Create a perspective matrix from a view frustrum. +/// Create a perspective matrix from a view frustum. /// -/// This is the equivalent of the now deprecated [glFrustrum] +/// This is the equivalent of the now deprecated [glFrustum] /// (http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml) function. pub fn frustum(left: S, right: S, bottom: S, top: S, near: S, far: S) -> Matrix4 { Perspective { diff --git a/src/quaternion.rs b/src/quaternion.rs index d9eeae2..ce9d816 100644 --- a/src/quaternion.rs +++ b/src/quaternion.rs @@ -128,7 +128,7 @@ impl Quaternion { (self * (S::one() - amount) + other * amount).normalize() } - /// Spherical Linear Intoperlation + /// Spherical Linear Interpolation /// /// Return the spherical linear interpolation between the quaternion and /// `other`. Both quaternions should be normalized first. @@ -136,7 +136,7 @@ impl Quaternion { /// # Performance notes /// /// The `acos` operation used in `slerp` is an expensive operation, so - /// unless your quarternions are far away from each other it's generally + /// unless your quaternions are far away from each other it's generally /// more advisable to use `nlerp` when you know your rotations are going /// to be small. ///