Merge pull request #439 from martinlindhe/master

fix some typos
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Brendan Zabarauskas 2017-12-03 11:16:51 +11:00 committed by GitHub
commit ab1b186cbb
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3 changed files with 5 additions and 5 deletions

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@ -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};

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@ -35,9 +35,9 @@ pub fn perspective<S: BaseFloat, A: Into<Rad<S>>>(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<S: BaseFloat>(left: S, right: S, bottom: S, top: S, near: S, far: S) -> Matrix4<S> {
Perspective {

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@ -128,7 +128,7 @@ impl<S: BaseFloat> Quaternion<S> {
(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<S: BaseFloat> Quaternion<S> {
/// # 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.
///